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// Copyright Epic Games, Inc. All Rights Reserved.
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
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# include "CoreMinimal.h"
# include "Misc/Guid.h"
# include "UObject/ObjectMacros.h"
# include "UObject/Object.h"
# include "UObject/Class.h"
# include "UObject/Package.h"
# include "UObject/StructOnScope.h"
# include "UObject/UnrealType.h"
# include "UObject/UObjectHash.h"
# include "Misc/PackageName.h"
# include "Engine/Blueprint.h"
# include "Components/ActorComponent.h"
# include "Components/SceneComponent.h"
# include "Engine/LatentActionManager.h"
# include "PhysicsEngine/BodyInstance.h"
# include "Components/PrimitiveComponent.h"
# include "Engine/BlueprintGeneratedClass.h"
# include "Engine/TimelineTemplate.h"
# include "Engine/UserDefinedEnum.h"
# include "Engine/UserDefinedStruct.h"
# include "EdGraphSchema_K2.h"
# include "KismetCompiler.h"
# include "BlueprintCompilerCppBackend.h"
# include "BlueprintCompilerCppBackendGatherDependencies.h"
# include "IBlueprintCompilerCppBackendModule.h"
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# include "BlueprintCompilerCppBackendUtils.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Kismet2/StructureEditorUtils.h"
# include "Engine/SCS_Node.h"
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# include "Engine/InheritableComponentHandler.h"
# include "Engine/DynamicBlueprintBinding.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Blueprint/BlueprintSupport.h"
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# include "Engine/CollisionProfile.h"
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void FEmitDefaultValueHelper : : OuterGenerate ( FEmitterLocalContext & Context
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, const FProperty * Property
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, const FString & OuterPath
, const uint8 * DataContainer
, const uint8 * OptionalDefaultDataContainer
, EPropertyAccessOperator AccessOperator
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, EPropertyGenerationControlFlags ControlFlags )
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{
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check ( Property ) ;
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const bool bAllowTransient = ! ! ( ControlFlags & EPropertyGenerationControlFlags : : AllowTransient ) ;
const bool bAllowProtected = ! ! ( ControlFlags & EPropertyGenerationControlFlags : : AllowProtected ) ;
// Don't allow these flags to propagate through to nested calls.
ControlFlags & = ~ EPropertyGenerationControlFlags : : AllowProtected ;
if ( Property - > HasAnyPropertyFlags ( CPF_EditorOnly ) | | ( ! bAllowTransient & & Property - > HasAnyPropertyFlags ( CPF_Transient ) ) )
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{
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
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UE_LOG ( LogK2Compiler , Verbose , TEXT ( " FEmitDefaultValueHelper Skip EditorOnly or Transient property: %s " ) , * Property - > GetPathName ( ) ) ;
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return ;
}
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if ( Property - > IsA < FDelegateProperty > ( ) | | Property - > IsA < FMulticastDelegateProperty > ( ) )
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{
UE_LOG ( LogK2Compiler , Verbose , TEXT ( " FEmitDefaultValueHelper delegate property: %s " ) , * Property - > GetPathName ( ) ) ;
return ;
}
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// Check if this is an object property and cache the result.
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const FObjectProperty * ObjectProperty = CastField < FObjectProperty > ( Property ) ;
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for ( int32 ArrayIndex = 0 ; ArrayIndex < Property - > ArrayDim ; + + ArrayIndex )
{
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if ( ! OptionalDefaultDataContainer
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
| | Property - > HasAnyPropertyFlags ( CPF_Config )
| | ! Property - > Identical_InContainer ( DataContainer , OptionalDefaultDataContainer , ArrayIndex ) )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
FNativizationSummaryHelper : : PropertyUsed ( Context . GetCurrentlyGeneratedClass ( ) , Property ) ;
2015-08-17 05:38:30 -04:00
FString PathToMember ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2781504 on 2015/11/25 by Mike.Beach
Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.
#jira UE-23371
#codereview Dan.OConnor
Change 2781513 on 2015/11/25 by Michael.Schoell
Find-in-Blueprints optimized gathering.
Size of data has shrunk in the Asset Registry by up to one fifth the old size!
Performance moderately improved.
Load and save times of Blueprints increased, less redundant gathering of searchable data.
#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data
Change 2781517 on 2015/11/25 by Michael.Schoell
Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.
#jira UE-23136 - Remove Item Node Removes All Objects in an Array
Change 2781804 on 2015/11/26 by Maciej.Mroz
Changed ConformImplementedEvents.
#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking
#codereview Phillip.Kavan, Mike.Beach
Change 2781821 on 2015/11/26 by Ben.Cosh
This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
#UEBP-66 - Blueprint debug keymappings
#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
#Branch UE4
#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate
reviewedby chris.wood
Change 2781861 on 2015/11/26 by Maciej.Mroz
UE-23626 Converted tower defense game - you cannot click to place towers
CodeGenerator generates overriden exported names for events and functions.
#codereview Dan.Oconnor, Steve.Robb
Change 2782798 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).
#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build
#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor
Change 2782881 on 2015/11/30 by Michael.Schoell
Fixed ensure when promoting function graphs from interfaces during interface removal.
#jira UE-23717 - Ensure removing an implemented interface when transfering functions
Change 2783041 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: All variables from Event Graph are listed as class properties.
#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window
#codereview Mike.Beach, Dan.Oconnor
Change 2783080 on 2015/11/30 by Michael.Schoell
Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.
Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.
All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.
Duplicating graphs will correct names of objects in child Blueprints.
Function overrides of interfaces expected as an event can be deleted.
Duplicating graphs while in PIE is no longer possible.
When removing an interface, the operation can now be canceled.
#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp
Change 2783338 on 2015/11/30 by Michael.Schoell
New output pins on function result nodes will properly fill out with valid default values.
All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.
#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function
Change 2783742 on 2015/11/30 by Phillip.Kavan
[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.
change summary:
- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects
Change 2784652 on 2015/12/01 by Ben.Cosh
Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
#Branch UE4
#Proj Kismet
#CodeReview Chris.Wood
Change 2784834 on 2015/12/01 by Michael.Schoell
Added functions to convert from string to: Vector, Vector2D, Rotator, Color.
#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
PR #1795
2015-12-16 17:17:43 -05:00
UBlueprintGeneratedClass * PropertyOwnerAsBPGC = Cast < UBlueprintGeneratedClass > ( Property - > GetOwnerClass ( ) ) ;
UScriptStruct * PropertyOwnerAsScriptStruct = Cast < UScriptStruct > ( Property - > GetOwnerStruct ( ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
const bool bInaccessibleScriptStructProperty = PropertyOwnerAsScriptStruct
& & ! FStructAccessHelper : : CanEmitDirectFieldAccess ( PropertyOwnerAsScriptStruct )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2781504 on 2015/11/25 by Mike.Beach
Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.
#jira UE-23371
#codereview Dan.OConnor
Change 2781513 on 2015/11/25 by Michael.Schoell
Find-in-Blueprints optimized gathering.
Size of data has shrunk in the Asset Registry by up to one fifth the old size!
Performance moderately improved.
Load and save times of Blueprints increased, less redundant gathering of searchable data.
#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data
Change 2781517 on 2015/11/25 by Michael.Schoell
Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.
#jira UE-23136 - Remove Item Node Removes All Objects in an Array
Change 2781804 on 2015/11/26 by Maciej.Mroz
Changed ConformImplementedEvents.
#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking
#codereview Phillip.Kavan, Mike.Beach
Change 2781821 on 2015/11/26 by Ben.Cosh
This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
#UEBP-66 - Blueprint debug keymappings
#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
#Branch UE4
#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate
reviewedby chris.wood
Change 2781861 on 2015/11/26 by Maciej.Mroz
UE-23626 Converted tower defense game - you cannot click to place towers
CodeGenerator generates overriden exported names for events and functions.
#codereview Dan.Oconnor, Steve.Robb
Change 2782798 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).
#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build
#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor
Change 2782881 on 2015/11/30 by Michael.Schoell
Fixed ensure when promoting function graphs from interfaces during interface removal.
#jira UE-23717 - Ensure removing an implemented interface when transfering functions
Change 2783041 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: All variables from Event Graph are listed as class properties.
#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window
#codereview Mike.Beach, Dan.Oconnor
Change 2783080 on 2015/11/30 by Michael.Schoell
Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.
Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.
All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.
Duplicating graphs will correct names of objects in child Blueprints.
Function overrides of interfaces expected as an event can be deleted.
Duplicating graphs while in PIE is no longer possible.
When removing an interface, the operation can now be canceled.
#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp
Change 2783338 on 2015/11/30 by Michael.Schoell
New output pins on function result nodes will properly fill out with valid default values.
All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.
#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function
Change 2783742 on 2015/11/30 by Phillip.Kavan
[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.
change summary:
- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects
Change 2784652 on 2015/12/01 by Ben.Cosh
Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
#Branch UE4
#Proj Kismet
#CodeReview Chris.Wood
Change 2784834 on 2015/12/01 by Michael.Schoell
Added functions to convert from string to: Vector, Vector2D, Rotator, Color.
#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
PR #1795
2015-12-16 17:17:43 -05:00
// && !PropertyOwnerAsScriptStruct->GetBoolMetaData(TEXT("BlueprintType"))
& & ensure ( EPropertyAccessOperator : : Dot = = AccessOperator ) ;
2015-09-29 07:32:02 -04:00
if ( PropertyOwnerAsBPGC & & ! Context . Dependencies . WillClassBeConverted ( PropertyOwnerAsBPGC ) )
{
ensure ( EPropertyAccessOperator : : None ! = AccessOperator ) ;
2019-11-12 09:19:39 -05:00
const TCHAR * OperatorStr = ( EPropertyAccessOperator : : Dot = = AccessOperator ) ? TEXT ( " & " ) : TEXT ( " " ) ;
const FString ContainerStr = ( EPropertyAccessOperator : : None = = AccessOperator ) ? TEXT ( " this " ) : FString : : Printf ( TEXT ( " %s(%s) " ) , OperatorStr , * OuterPath ) ;
2015-09-29 07:32:02 -04:00
PathToMember = FString : : Printf ( TEXT ( " FUnconvertedWrapper__%s(%s).GetRef__%s() " ) , * FEmitHelper : : GetCppName ( PropertyOwnerAsBPGC ) , * ContainerStr
, * UnicodeToCPPIdentifier ( Property - > GetName ( ) , false , nullptr ) ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3315219 on 2017/02/21 by Steve.Robb
Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.
Change 3315285 on 2017/02/21 by Steve.Robb
Explicitly pass string builder into code generation functions.
Change 3315341 on 2017/02/21 by Ben.Marsh
UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.
Change 3315350 on 2017/02/21 by Ben.Marsh
Fix shared resource files not being rebuilt if the version header changes.
Change 3315823 on 2017/02/21 by Ben.Marsh
UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.
Change 3315826 on 2017/02/21 by Ben.Marsh
UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.
Change 3315857 on 2017/02/21 by Ben.Marsh
UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.
Change 3315942 on 2017/02/21 by Ben.Marsh
UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.
Change 3316236 on 2017/02/22 by Maciej.Mroz
#jira UE-42045
Nativization
Fixed Warning: TEnumAsByte is not intended for use with enum
Change 3316253 on 2017/02/22 by Robert.Manuszewski
Fixes for the async log file writer hangs and crashes.
- potential fix for the logging system hang when running out of disk space while flushing log
- fix for unexpected concurrency assert when flushing the log buffer to disk
Change 3316293 on 2017/02/22 by Steve.Robb
GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.
Change 3316342 on 2017/02/22 by Maciej.Mroz
Nativization: Wrappers (stubs) required only by other wrappers are properly generated.
#codereview: Mike.Beach
Change 3316344 on 2017/02/22 by Maciej.Mroz
Fixed crash in nativized Odin
Async loading properly handles nativized structs.
Change 3316359 on 2017/02/22 by Steve.Robb
GitHub #3287 : Ignore #pragma in USTRUCTs
#jira UE-42248
Change 3316389 on 2017/02/22 by Matthew.Griffin
Switched Installed Engine Filters to multiline properties to make them more readable
Added Oodle to list of excluded plugins
#jira UE-42030
Change 3316392 on 2017/02/22 by Ben.Marsh
UBT: Split out FileReference/DirectoryReference classes into their own file.
Change 3316394 on 2017/02/22 by Ben.Marsh
UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.
Change 3316411 on 2017/02/22 by Ben.Marsh
UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.
Change 3316446 on 2017/02/22 by Ben.Marsh
UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.
Change 3316575 on 2017/02/22 by Ben.Marsh
UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.
Change 3318481 on 2017/02/22 by Steve.Robb
Use of FMath::IsPowerOfTwo in check.
Static assert to ensure that an inline set allocator will have a hash size of a power of two.
Change 3318496 on 2017/02/22 by Steve.Robb
Fix for TSet visualizers.
Change 3318919 on 2017/02/23 by Steve.Robb
Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.
#jira UE-42178
Change 3318942 on 2017/02/23 by Steve.Robb
Removal of a redundant insertion which can cause problems on reallocation of the map.
Change 3319010 on 2017/02/23 by Ben.Marsh
UBT: Fix exception when a file that was previously part of the working set is deleted.
Change 3319134 on 2017/02/23 by Robert.Manuszewski
Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.
Change 3319249 on 2017/02/23 by Matthew.Griffin
Added a function to check if running with debug game libs instead of checking command line in multiple places
Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
Removed -Shipping argument from VCProject generation as it's not used anymore
Change 3319253 on 2017/02/23 by Maciej.Mroz
#jira UE-41846
New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.
Change 3319591 on 2017/02/23 by Ben.Marsh
Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.
Change 3320357 on 2017/02/23 by Steven.Hutton
Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.
Change 3320361 on 2017/02/23 by Steven.Hutton
Performance improvements subsequent to the recent database changes.
Change 3320446 on 2017/02/23 by Steven.Hutton
adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.
Change 3320479 on 2017/02/23 by Ben.Marsh
Fix CIS errors.
Change 3320576 on 2017/02/23 by Jin.Zhang
Update CrashReporter to use AWS
Change 3320742 on 2017/02/23 by Jin.Zhang
Merging crash caching
Change 3321119 on 2017/02/24 by Robert.Manuszewski
DLL injection protection support for non-monolithic builds
Change 3323308 on 2017/02/27 by Matthew.Griffin
Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future
Change 3323423 on 2017/02/27 by Chad.Garyet
Adding a script to check and warn about csproj targeted .net versions being mismatched
#JIRA UE-39624
Change 3323442 on 2017/02/27 by Ben.Marsh
UBT: Output an error if an engine module references a game module.
Change 3323743 on 2017/02/27 by Ben.Marsh
PR #3303: Resolved PVS scan issues (Contributed by projectgheist)
Change 3323748 on 2017/02/27 by Ben.Marsh
Convert whitespace to tabs.
Change 3324851 on 2017/02/28 by Chris.Wood
Add Odin symbol locations to engine config for MDD on CR server.
NotForLicensees
Change 3324979 on 2017/02/28 by Gil.Gribb
Fixed bad merge of priority change in the EDL.
Change 3326889 on 2017/03/01 by Steven.Hutton
Update to buggs controller to generate faster queries.
Change 3326910 on 2017/03/01 by Robert.Manuszewski
Removing legacy #if from PackageFileSummary.
Change 3327118 on 2017/03/01 by Gil.Gribb
UE4 - Fixed race that resulted in a memory leak when reading compressed paks.
Change 3327633 on 2017/03/01 by Gil.Gribb
UE4 - Added a cvar to control the pak precacher thottle.
Change 3327674 on 2017/03/01 by Steve.Robb
Unified boilerplate between all generated code files.
Change 3328544 on 2017/03/01 by Chris.Wood
CrashReportProcess.config update (CRP v1.2.17)
Tweaks to a few values.
Update website URL to explicitly point to old, non-cloud site on devweb-02.
Change 3328714 on 2017/03/01 by Chris.Wood
Correct CRP config regression. Point website at new cloud site. Still v1.2.17
Change 3329192 on 2017/03/02 by Matthew.Griffin
Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build
Change 3329285 on 2017/03/02 by Ben.Marsh
UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.
Change 3330636 on 2017/03/02 by Ben.Marsh
UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.
Change 3331262 on 2017/03/03 by Robert.Manuszewski
Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)
- Improved GC multithreading
- Improved BeginDestroy performance
- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
- A few improvements to AddReferencedObjects functions
- Misc improvements to GC code
- Garbage Collector now properly handles clusters which had their objects marked as pending kill
- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)
Change 3331285 on 2017/03/03 by Robert.Manuszewski
A few fixes for the previous check-in.
Change 3332001 on 2017/03/03 by Ben.Marsh
UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.
Change 3332022 on 2017/03/03 by Ben.Marsh
Update documentation for where to find the BuildConfiguration settings.
Change 3332031 on 2017/03/03 by Ben.Marsh
Remove documentation for Windows XP support; it has been removed in the 4.16 release.
Change 3332256 on 2017/03/03 by Ben.Marsh
UBT: Add support for generating a UDN page containing module and target settings.
Change 3332458 on 2017/03/03 by Ben.Marsh
UBT: Improvements to generated documentation.
Change 3332459 on 2017/03/03 by Ben.Marsh
Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.
Change 3332460 on 2017/03/03 by Ben.Marsh
UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.
Change 3332899 on 2017/03/06 by Robert.Manuszewski
Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)
#jira UE-42548
Change 3332955 on 2017/03/06 by Maciej.Mroz
Nativization distinguishes client and server platform:
- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
- Wrappers (for unconverted BPs) are created only when they are directly called.
- Fortnite dedicated server can be nativized
Change 3332990 on 2017/03/06 by Ben.Marsh
UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.
Change 3333032 on 2017/03/06 by Ben.Marsh
Documentation for build tools
Change 3333037 on 2017/03/06 by Ben.Marsh
Add a build step to extract UAT and UBT documentation from XML comments.
Change 3333089 on 2017/03/06 by Ben.Marsh
UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.
Change 3333651 on 2017/03/06 by Gil.Gribb
UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.
Change 3335236 on 2017/03/07 by Ben.Marsh
UGS: Set the sync changelist separately to the compatibility changelist.
Change 3335261 on 2017/03/07 by Gil.Gribb
UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.
Change 3335740 on 2017/03/07 by Gil.Gribb
maybe fix static analysis warning
Change 3335945 on 2017/03/07 by Steve.Robb
Move FFindInstancedReferenceSubobjectHelper code out of header.
Add map/set property support to allow instanced members of these container types to be handled during CPFUO.
https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html
Change 3336693 on 2017/03/07 by Ben.Marsh
UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.
Change 3336694 on 2017/03/07 by Steve.Robb
Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
Fixes to types which relied on implicit conversions when calling GetTypeHash.
Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.
#jira UE-42441
Change 3336698 on 2017/03/07 by Steve.Robb
Hardcoded endpoint handling replaced with a generic string.
Obsolete .proto and .java code generation removed.
Change 3336811 on 2017/03/07 by Wes.Hunt
Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.
Change 3336973 on 2017/03/08 by Steve.Robb
Fix for missing GetTypeHash in a plugin.
Change 3336996 on 2017/03/08 by Steve.Robb
Significant refactor of code generation, to try and make data flow more apparent.
Change 3337571 on 2017/03/08 by Steve.Robb
CIS fixes for missing GetTypeHash functions.
Non-unity fix.
Change 3337588 on 2017/03/08 by Gil.Gribb
UE4 - Fixed obscure check with flushing rhi resources.
Change 3337620 on 2017/03/08 by Steve.Robb
WITH_HOT_RELOAD_CTORS macros removed.
UseVTableConstructors config option removed.
Change 3339369 on 2017/03/09 by Steve.Robb
GetTypeHash overload for nn::account::Uid.
Change 3339464 on 2017/03/09 by Daniel.Lamb
Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
#jira UE-42583
#test Editor + Cook + Run shootergame
Change 3339465 on 2017/03/09 by Maciej.Mroz
Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.
Change 3339469 on 2017/03/09 by Maciej.Mroz
Fixed Nativization problem, when default value is passed as non-const reference.
Change 3340178 on 2017/03/09 by Daniel.Lamb
Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages.
Other systems will need to add support where nessisary.
Change 3341002 on 2017/03/10 by Maciej.Mroz
Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.
Change 3341076 on 2017/03/10 by Steve.Robb
Fix for FBakedTextureSourceInfo move semantics.
#jira UE-42658
Change 3341160 on 2017/03/10 by Gil.Gribb
UE4 - Fix hazard with SetMaterialUsage from a thread.
Change 3341409 on 2017/03/10 by Steve.Robb
Reduction of the generated code size for StaticRegisterNatives functions.
Change 3341523 on 2017/03/10 by Steve.Robb
Code generation simplified.
Change 3341800 on 2017/03/10 by Ben.Marsh
UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.
Change 3342034 on 2017/03/10 by Ben.Marsh
Fix compiler setting not being loaded correctly into the Windows target settings dialog.
#jira UE-42746
Change 3342041 on 2017/03/10 by Ben.Marsh
Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.
Change 3342094 on 2017/03/10 by Steve.Robb
Fix to deteministic name order during code generation.
Change 3342251 on 2017/03/10 by Daniel.Lamb
Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
#thanks Tim.Hagberg
#test None
Change 3342961 on 2017/03/13 by Robert.Manuszewski
Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.
#jira FORT-38977
Change 3343022 on 2017/03/13 by Steve.Robb
GetTypeHash fixes for FUniqueNetIdLive.
#jira UE-42788
Change 3343448 on 2017/03/13 by Steve.Robb
Compiled-in defer object order fixed.
Debuggability of the deferred registration map improved.
#jira UE-42828
[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
Context . MarkUnconvertedClassAsNecessary ( PropertyOwnerAsBPGC ) ;
2015-09-29 07:32:02 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
else if ( bInaccessibleScriptStructProperty | | Property - > HasAnyPropertyFlags ( CPF_NativeAccessSpecifierPrivate ) | | ( ! bAllowProtected & & Property - > HasAnyPropertyFlags ( CPF_NativeAccessSpecifierProtected ) ) )
2015-08-17 05:38:30 -04:00
{
2019-12-13 11:07:03 -05:00
const FBoolProperty * BoolProperty = CastField < const FBoolProperty > ( Property ) ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
const bool bBietfield = BoolProperty & & ! BoolProperty - > IsNativeBool ( ) ;
2019-11-12 09:19:39 -05:00
const TCHAR * OperatorStr = ( EPropertyAccessOperator : : Dot = = AccessOperator ) ? TEXT ( " & " ) : TEXT ( " " ) ;
const TCHAR * ContainerStr = ( EPropertyAccessOperator : : None = = AccessOperator ) ? TEXT ( " this " ) : * OuterPath ;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if ( bBietfield )
{
const FString PropertyLocalName = FEmitHelper : : GenerateGetPropertyByName ( Context , Property ) ;
const FString ValueStr = Context . ExportTextItem ( Property , Property - > ContainerPtrToValuePtr < uint8 > ( DataContainer , ArrayIndex ) ) ;
2019-12-13 11:07:03 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " (((FBoolProperty*)%s)->%s(%s(%s), %s, %d)); " )
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
, * PropertyLocalName
2019-12-13 11:07:03 -05:00
, GET_FUNCTION_NAME_STRING_CHECKED ( FBoolProperty , SetPropertyValue_InContainer )
2019-11-12 09:19:39 -05:00
, OperatorStr
, ContainerStr
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
, * ValueStr
, ArrayIndex ) ) ;
continue ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3582363 by Marc.Audy
Make ComponentToWorld fully private and remove deprecation informing of this
#jira UE-46286
Change 3582885 by Ben.Zeigler
#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime
Change 3584468 by Ben.Zeigler
#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints
Change 3584596 by Marc.Audy
(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
#jira UE-48346
Change 3586057 by Ben.Zeigler
#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate
Change 3588211 by Marc.Audy
PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
#jira UE-48318
Change 3588826 by Marc.Audy
Don't ensure when connecting the output pin of a create delegate node to a wildcard input
#jira UE-48157
Change 3588827 by Marc.Audy
Always throw error when unable to validate a link connection instead of allowing totally broken content to compile
Change 3588872 by Ben.Zeigler
#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports
Change 3589134 by Dan.Oconnor
Mirror 3585244 from Release 4.17
Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
#jira UE-48189
Change 3589140 by Dan.Oconnor
Mirror 3588406 from Release-4.17
Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references
#jira UE-48464
Change 3589141 by Dan.Oconnor
Mirror 3588681 from Release-4.17
Set Default values and CallInEditor meta data for event nodes
#jira UE-48386
Change 3590690 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4
Change 3590909 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.
Change 3591386 by Marc.Audy
Split pins are now correctly handled when expanding macros and functions.
#jira UE-47747
Change 3591939 by Dan.Oconnor
Mirror 3591923 from Release-4.17
Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
#jira UE-48250
Change 3593243 by Marc.Audy
PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
#jira UE-48534
Change 3593407 by Marc.Audy
Properly expose Lex::To/FromString for FName
Change 3593648 by Marc.Audy
Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes
Change 3593917 by Marc.Audy
Improved comment
Change 3594501 by Marc.Audy
Fix biased shuffle algorithm
#jira UE-48432
Change 3594699 by Ben.Zeigler
#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
Fix InstancedStaticMesh to not ensure when loaded via the async loading thread
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
Change summary:
- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.
Change 3596499 by Marc.Audy
Fix non-editor CIS error
Change 3596653 by Marc.Audy
When a transaction is cancelled the previous redo buffer will now be restored instead of lost
#jira UE-48513
Change 3598187 by Ben.Zeigler
Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
Fix functional tests to work in editor builds with -game by forcing an asset registry scan
Change 3598193 by Ben.Zeigler
Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.
Change 3600168 by Marc.Audy
(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
#jira UE-47467
Change 3600457 by Ben.Zeigler
Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error
Change 3600462 by Ben.Zeigler
Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms
Change 3600685 by Marc.Audy
(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
#jira UE-47467
Change 3600859 by Marc.Audy
(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
#jira UE-48672
Change 3600918 by Marc.Audy
Transient child actor components should create transient child actors.
#jira UE-48605
Change 3601012 by Ben.Zeigler
Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.
Change 3602595 by Marc.Audy
(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
#jira UE-48684
Change 3602644 by Ben.Zeigler
Add game game thread asserts to streamable manager to track down possible async loading thread issues
Change 3602745 by Ben.Zeigler
Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them
Change 3602807 by Phillip.Kavan
#jira UE-48426
- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.
Change summary:
- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.
Change 3602856 by Ben.Zeigler
Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues
Change 3602903 by Marc.Audy
Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
#jira UE-39362
Change 3602963 by Marc.Audy
PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
#jira UE-46960
Change 3603249 by Marc.Audy
Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
#jira UE-43328
Change 3603311 by Ben.Zeigler
Add -nocodesign option to disable code signing during staging
Change 3603504 by Ben.Zeigler
#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector
Change 3604790 by Marc.Audy
Fix inability to undo Add Pin via context menu to make container nodes.
#jira UE-48751
Change 3605079 by mason.seay
Renamed component from Cube to Cylinder, because it's actually a Cylinder
Change 3605113 by Mieszko.Zielinski
PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)
Change 3605276 by mason.seay
Fixed comment error in level bp
Change 3605706 by Zak.Middleton
#ue4 - Fix redundant GetDefault<>.
#jira none
Change 3605850 by Zak.Middleton
#ue4 - Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.
(Mirror CL 3602849 in Fortnite)
#jira FORT-51215, UT-6139
Change 3607677 by Dan.Oconnor
Mirror 3597636 from Release-4.17
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607704 by Dan.Oconnor
Back out changelist 3607677 - want to obliterate integration record
Change 3607727 by Dan.Oconnor
Mirror 3597636 from Release-4.17 - now with integrations converted to edits
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607735 by Dan.Oconnor
Mirror 3606248 from Release-4.17
When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)
#jira UE-48697, UE-48465
Change 3607919 by Ben.Zeigler
#jira UE- 48815
Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
Copy of CL #3607743
Change 3608447 by mason.seay
Fixing deprecated node
Change 3608779 by Ben.Zeigler
#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again
Change 3609860 by Marc.Audy
Allow uint8:1 properties to be used as expose on spawn
#jira FORT-52043
Change 3609877 by Marc.Audy
Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
Reduce size UBlueprintGeneratedClass by 32 bytes
#jira FORT-52043
Change 3609944 by Marc.Audy
Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)
Change 3610009 by mason.seay
Moving assets to another folder for organization
Change 3610840 by Ben.Zeigler
#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.
Change 3610961 by Ben.Zeigler
Fix it so when a test times out it writes out the full report with a proper error
Fix typo with ErrorCount
Change 3611183 by Marc.Audy
(4.17.2) Don't crash clicking the variable of a deleted component
#jira UE-47678
Change 3611262 by Ben.Zeigler
#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates
Change 3611667 by Phillip.Kavan
#jira UE-48450
- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.
Change 3612641 by Marc.Audy
Private StaticMesh, remove deprecation warning
Change 3612990 by Marc.Audy
Reduce memory footprint of UClass
Change 3613137 by Ben.Zeigler
#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated
Change 3613161 by Ben.Zeigler
#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
PR #3899
Change 3613192 by Ben.Zeigler
#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools
Change 3613320 by Mason.Seay
Submitting deleted redirectors
Change 3613321 by Marc.Audy
Shrink AActor 32 bytes
Change 3613326 by Marc.Audy
Move Serialize to be editoronly
Change 3613358 by Phillip.Kavan
#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.
Change 3613827 by Marc.Audy
Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)
Change 3613841 by Ben.Zeigler
#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes
Change 3614031 by Marc.Audy
Fix initialization order
Change 3614033 by Marc.Audy
Use Reset instead of Empty in get functions
Change 3615211 by Ben.Zeigler
Fix CIS warning
Change 3615386 by Ben.Zeigler
#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it
Change 3615571 by Ben.Zeigler
#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections
Change 3615844 by Marc.Audy
(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
#jira UE-48977
Change 3615887 by Marc.Audy
(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
#jira UE-48970
Change 3615965 by Dan.Oconnor
Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies
#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692
Change 3616149 by mason.seay
Updated BP for more thorough Find in BP testing
Change 3616261 by Dan.Oconnor
Mirror 3594264 and 3594798 from Release-4.17
Fix crash after compiling a blueprint that has an invalid ParentClass
#jira UE-48430, UE-48903
Change 3616816 by Zak.Middleton
#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).
#jira UE-48351
Change 3616934 by Phillip.Kavan
#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.
Change summary:
- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.
Change 3616946 by Phillip.Kavan
#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.
Change 3618007 by Marc.Audy
(4.17.2) Ensure that RootComponent is correct after undo/redo
#jira UE-48995
Change 3618014 by Phillip.Kavan
#jira UE-49025 - Fix global FiB menu item names.
Change 3618206 by Dan.Oconnor
Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO
#jira UE-47991, UE-47726
Change 3618211 by Dan.Oconnor
Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic
Change 3618299 by Zak.Middleton
#ue4 - Fix comment in GetComponents (UActorComponent version)
#jira none
Change 3618409 by Marc.Audy
Make linker placeholder properly support map and set properties
#jira UE-48925
Change 3618436 by Marc.Audy
Fix shadow variable
Change 3618682 by Ben.Zeigler
Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged
Change 3618783 by Ben.Zeigler
Fix several issues with the Component Transform details UI
#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
#jira UE-48960 Correctly notify blueprint system when component transforms are changed
#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
Fix the "Reset to Defaults" icon to be correct in transform details
Change 3618904 by Ben.Zeigler
#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI
Change 3618984 by Zak.Middleton
#ue4 - Reduce memory churn/allocations when duplicating for PIE.
#jira none
Change 3619895 by Marc.Audy
Very minor cleanup
Change 3620129 by Marc.Audy
PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
#jira UE-49083
Change 3620350 by Lukasz.Furman
restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
copy of CL# 3618825, 3618828
#ue4
Change 3620628 by Zak.Middleton
#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.
Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.
This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.
#jira UE-49035
Change 3620700 by Lukasz.Furman
moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
#ue4
Change 3620716 by mason.seay
Test map for flow control save issue
Change 3620723 by mason.seay
Minor improvement
Change 3620792 by Ben.Zeigler
Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS
Change 3621084 by Marc.Audy
Fix NegateInt/Float in StandardMacros
#jira UE-36242
#jira UE-36470
Change 3621152 by Marc.Audy
Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
#jira UE-49111
Change 3621246 by mason.seay
Test BP for UE-48800
Change 3621257 by Michael.Noland
Animation: Corrected a comment on the LegIK node
Change 3621480 by Zak.Middleton
#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.
#jira UE-39088
#github PR 2985 (modified)
Change 3621685 by Phillip.Kavan
#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.
Change summary:
- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.
Change 3622629 by Marc.Audy
Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle
Change 3622779 by Zak.Middleton
#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).
#jira none
Change 3623020 by Marc.Audy
Fix initialization order
Change 3623021 by Marc.Audy
Reorganize USceneComponent to improve cache coherency
Change 3623261 by Ben.Zeigler
#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.
Change 3623294 by Marc.Audy
Realign UActorComponent to avoid members crossing cache lines
Change 3623383 by Marc.Audy
Compress UParticleSystemComponent and fix up cases of members crossing cache lines
Change 3623492 by Marc.Audy
(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
#jira UE-49189
#jira UE-49196
Change 3623573 by Ben.Zeigler
#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor
Change 3623642 by Dan.Oconnor
Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated
#jira UE-49211
Change 3623719 by Marc.Audy
PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
#jira UE-42970
Change 3624191 by Marc.Audy
Cache GetWorld()
Change 3624232 by Marc.Audy
Remove accidentally checked in change
Change 3624688 by Marc.Audy
PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
Force feedback component can also ignore time dilation
#jira UE-44155
Change 3624880 by Marc.Audy
PR #3970: SpawnObject not checking for a nullptr causing an editor crash
Change 3625740 by Mason.Seay
Check in the correct file this time...
Change 3625806 by Ben.Zeigler
#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future
Change 3626128 by Marc.Audy
Fix dragging off component tree in to graph showing an error message
#jira UE-49114
Change 3626655 by Ben.Zeigler
#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not
Change 3626740 by Marc.Audy
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
#jira UE-49276
Change 3626831 by Marc.Audy
Remove BOM
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3628051 by Marc.Audy
Fix spelling of redundant
#jira UE-49343
Change 3596437 by Marc.Audy
Don't copy metadata unnecessarily
Change 3613302 by Marc.Audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
Change 3620363 by Lukasz.Furman
split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
copy of CL# 3620248
#ue4
Change 3622569 by Marc.Audy
Remove unnecessarily deprecated visibility member and use redirect instead
Change 3624879 by Marc.Audy
Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
Adjust existing game calls to ClientPlayrForceFeedback to use new API
[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00
FString OverrideTypeDeclaration ;
2017-11-14 13:54:34 -05:00
if ( ObjectProperty )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3582363 by Marc.Audy
Make ComponentToWorld fully private and remove deprecation informing of this
#jira UE-46286
Change 3582885 by Ben.Zeigler
#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime
Change 3584468 by Ben.Zeigler
#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints
Change 3584596 by Marc.Audy
(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
#jira UE-48346
Change 3586057 by Ben.Zeigler
#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate
Change 3588211 by Marc.Audy
PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
#jira UE-48318
Change 3588826 by Marc.Audy
Don't ensure when connecting the output pin of a create delegate node to a wildcard input
#jira UE-48157
Change 3588827 by Marc.Audy
Always throw error when unable to validate a link connection instead of allowing totally broken content to compile
Change 3588872 by Ben.Zeigler
#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports
Change 3589134 by Dan.Oconnor
Mirror 3585244 from Release 4.17
Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
#jira UE-48189
Change 3589140 by Dan.Oconnor
Mirror 3588406 from Release-4.17
Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references
#jira UE-48464
Change 3589141 by Dan.Oconnor
Mirror 3588681 from Release-4.17
Set Default values and CallInEditor meta data for event nodes
#jira UE-48386
Change 3590690 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4
Change 3590909 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.
Change 3591386 by Marc.Audy
Split pins are now correctly handled when expanding macros and functions.
#jira UE-47747
Change 3591939 by Dan.Oconnor
Mirror 3591923 from Release-4.17
Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
#jira UE-48250
Change 3593243 by Marc.Audy
PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
#jira UE-48534
Change 3593407 by Marc.Audy
Properly expose Lex::To/FromString for FName
Change 3593648 by Marc.Audy
Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes
Change 3593917 by Marc.Audy
Improved comment
Change 3594501 by Marc.Audy
Fix biased shuffle algorithm
#jira UE-48432
Change 3594699 by Ben.Zeigler
#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
Fix InstancedStaticMesh to not ensure when loaded via the async loading thread
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
Change summary:
- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.
Change 3596499 by Marc.Audy
Fix non-editor CIS error
Change 3596653 by Marc.Audy
When a transaction is cancelled the previous redo buffer will now be restored instead of lost
#jira UE-48513
Change 3598187 by Ben.Zeigler
Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
Fix functional tests to work in editor builds with -game by forcing an asset registry scan
Change 3598193 by Ben.Zeigler
Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.
Change 3600168 by Marc.Audy
(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
#jira UE-47467
Change 3600457 by Ben.Zeigler
Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error
Change 3600462 by Ben.Zeigler
Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms
Change 3600685 by Marc.Audy
(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
#jira UE-47467
Change 3600859 by Marc.Audy
(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
#jira UE-48672
Change 3600918 by Marc.Audy
Transient child actor components should create transient child actors.
#jira UE-48605
Change 3601012 by Ben.Zeigler
Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.
Change 3602595 by Marc.Audy
(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
#jira UE-48684
Change 3602644 by Ben.Zeigler
Add game game thread asserts to streamable manager to track down possible async loading thread issues
Change 3602745 by Ben.Zeigler
Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them
Change 3602807 by Phillip.Kavan
#jira UE-48426
- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.
Change summary:
- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.
Change 3602856 by Ben.Zeigler
Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues
Change 3602903 by Marc.Audy
Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
#jira UE-39362
Change 3602963 by Marc.Audy
PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
#jira UE-46960
Change 3603249 by Marc.Audy
Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
#jira UE-43328
Change 3603311 by Ben.Zeigler
Add -nocodesign option to disable code signing during staging
Change 3603504 by Ben.Zeigler
#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector
Change 3604790 by Marc.Audy
Fix inability to undo Add Pin via context menu to make container nodes.
#jira UE-48751
Change 3605079 by mason.seay
Renamed component from Cube to Cylinder, because it's actually a Cylinder
Change 3605113 by Mieszko.Zielinski
PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)
Change 3605276 by mason.seay
Fixed comment error in level bp
Change 3605706 by Zak.Middleton
#ue4 - Fix redundant GetDefault<>.
#jira none
Change 3605850 by Zak.Middleton
#ue4 - Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.
(Mirror CL 3602849 in Fortnite)
#jira FORT-51215, UT-6139
Change 3607677 by Dan.Oconnor
Mirror 3597636 from Release-4.17
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607704 by Dan.Oconnor
Back out changelist 3607677 - want to obliterate integration record
Change 3607727 by Dan.Oconnor
Mirror 3597636 from Release-4.17 - now with integrations converted to edits
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607735 by Dan.Oconnor
Mirror 3606248 from Release-4.17
When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)
#jira UE-48697, UE-48465
Change 3607919 by Ben.Zeigler
#jira UE- 48815
Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
Copy of CL #3607743
Change 3608447 by mason.seay
Fixing deprecated node
Change 3608779 by Ben.Zeigler
#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again
Change 3609860 by Marc.Audy
Allow uint8:1 properties to be used as expose on spawn
#jira FORT-52043
Change 3609877 by Marc.Audy
Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
Reduce size UBlueprintGeneratedClass by 32 bytes
#jira FORT-52043
Change 3609944 by Marc.Audy
Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)
Change 3610009 by mason.seay
Moving assets to another folder for organization
Change 3610840 by Ben.Zeigler
#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.
Change 3610961 by Ben.Zeigler
Fix it so when a test times out it writes out the full report with a proper error
Fix typo with ErrorCount
Change 3611183 by Marc.Audy
(4.17.2) Don't crash clicking the variable of a deleted component
#jira UE-47678
Change 3611262 by Ben.Zeigler
#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates
Change 3611667 by Phillip.Kavan
#jira UE-48450
- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.
Change 3612641 by Marc.Audy
Private StaticMesh, remove deprecation warning
Change 3612990 by Marc.Audy
Reduce memory footprint of UClass
Change 3613137 by Ben.Zeigler
#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated
Change 3613161 by Ben.Zeigler
#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
PR #3899
Change 3613192 by Ben.Zeigler
#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools
Change 3613320 by Mason.Seay
Submitting deleted redirectors
Change 3613321 by Marc.Audy
Shrink AActor 32 bytes
Change 3613326 by Marc.Audy
Move Serialize to be editoronly
Change 3613358 by Phillip.Kavan
#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.
Change 3613827 by Marc.Audy
Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)
Change 3613841 by Ben.Zeigler
#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes
Change 3614031 by Marc.Audy
Fix initialization order
Change 3614033 by Marc.Audy
Use Reset instead of Empty in get functions
Change 3615211 by Ben.Zeigler
Fix CIS warning
Change 3615386 by Ben.Zeigler
#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it
Change 3615571 by Ben.Zeigler
#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections
Change 3615844 by Marc.Audy
(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
#jira UE-48977
Change 3615887 by Marc.Audy
(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
#jira UE-48970
Change 3615965 by Dan.Oconnor
Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies
#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692
Change 3616149 by mason.seay
Updated BP for more thorough Find in BP testing
Change 3616261 by Dan.Oconnor
Mirror 3594264 and 3594798 from Release-4.17
Fix crash after compiling a blueprint that has an invalid ParentClass
#jira UE-48430, UE-48903
Change 3616816 by Zak.Middleton
#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).
#jira UE-48351
Change 3616934 by Phillip.Kavan
#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.
Change summary:
- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.
Change 3616946 by Phillip.Kavan
#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.
Change 3618007 by Marc.Audy
(4.17.2) Ensure that RootComponent is correct after undo/redo
#jira UE-48995
Change 3618014 by Phillip.Kavan
#jira UE-49025 - Fix global FiB menu item names.
Change 3618206 by Dan.Oconnor
Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO
#jira UE-47991, UE-47726
Change 3618211 by Dan.Oconnor
Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic
Change 3618299 by Zak.Middleton
#ue4 - Fix comment in GetComponents (UActorComponent version)
#jira none
Change 3618409 by Marc.Audy
Make linker placeholder properly support map and set properties
#jira UE-48925
Change 3618436 by Marc.Audy
Fix shadow variable
Change 3618682 by Ben.Zeigler
Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged
Change 3618783 by Ben.Zeigler
Fix several issues with the Component Transform details UI
#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
#jira UE-48960 Correctly notify blueprint system when component transforms are changed
#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
Fix the "Reset to Defaults" icon to be correct in transform details
Change 3618904 by Ben.Zeigler
#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI
Change 3618984 by Zak.Middleton
#ue4 - Reduce memory churn/allocations when duplicating for PIE.
#jira none
Change 3619895 by Marc.Audy
Very minor cleanup
Change 3620129 by Marc.Audy
PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
#jira UE-49083
Change 3620350 by Lukasz.Furman
restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
copy of CL# 3618825, 3618828
#ue4
Change 3620628 by Zak.Middleton
#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.
Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.
This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.
#jira UE-49035
Change 3620700 by Lukasz.Furman
moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
#ue4
Change 3620716 by mason.seay
Test map for flow control save issue
Change 3620723 by mason.seay
Minor improvement
Change 3620792 by Ben.Zeigler
Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS
Change 3621084 by Marc.Audy
Fix NegateInt/Float in StandardMacros
#jira UE-36242
#jira UE-36470
Change 3621152 by Marc.Audy
Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
#jira UE-49111
Change 3621246 by mason.seay
Test BP for UE-48800
Change 3621257 by Michael.Noland
Animation: Corrected a comment on the LegIK node
Change 3621480 by Zak.Middleton
#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.
#jira UE-39088
#github PR 2985 (modified)
Change 3621685 by Phillip.Kavan
#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.
Change summary:
- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.
Change 3622629 by Marc.Audy
Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle
Change 3622779 by Zak.Middleton
#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).
#jira none
Change 3623020 by Marc.Audy
Fix initialization order
Change 3623021 by Marc.Audy
Reorganize USceneComponent to improve cache coherency
Change 3623261 by Ben.Zeigler
#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.
Change 3623294 by Marc.Audy
Realign UActorComponent to avoid members crossing cache lines
Change 3623383 by Marc.Audy
Compress UParticleSystemComponent and fix up cases of members crossing cache lines
Change 3623492 by Marc.Audy
(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
#jira UE-49189
#jira UE-49196
Change 3623573 by Ben.Zeigler
#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor
Change 3623642 by Dan.Oconnor
Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated
#jira UE-49211
Change 3623719 by Marc.Audy
PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
#jira UE-42970
Change 3624191 by Marc.Audy
Cache GetWorld()
Change 3624232 by Marc.Audy
Remove accidentally checked in change
Change 3624688 by Marc.Audy
PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
Force feedback component can also ignore time dilation
#jira UE-44155
Change 3624880 by Marc.Audy
PR #3970: SpawnObject not checking for a nullptr causing an editor crash
Change 3625740 by Mason.Seay
Check in the correct file this time...
Change 3625806 by Ben.Zeigler
#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future
Change 3626128 by Marc.Audy
Fix dragging off component tree in to graph showing an error message
#jira UE-49114
Change 3626655 by Ben.Zeigler
#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not
Change 3626740 by Marc.Audy
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
#jira UE-49276
Change 3626831 by Marc.Audy
Remove BOM
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3628051 by Marc.Audy
Fix spelling of redundant
#jira UE-49343
Change 3596437 by Marc.Audy
Don't copy metadata unnecessarily
Change 3613302 by Marc.Audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
Change 3620363 by Lukasz.Furman
split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
copy of CL# 3620248
#ue4
Change 3622569 by Marc.Audy
Remove unnecessarily deprecated visibility member and use redirect instead
Change 3624879 by Marc.Audy
Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
Adjust existing game calls to ClientPlayrForceFeedback to use new API
[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00
{
2017-11-14 13:54:34 -05:00
UObject * ObjectPropertyValue = ObjectProperty - > GetObjectPropertyValue_InContainer ( DataContainer , ArrayIndex ) ;
if ( ObjectPropertyValue & & ObjectPropertyValue - > IsDefaultSubobject ( ) )
{
UClass * SubobjectClass = ObjectPropertyValue - > GetClass ( ) ;
2018-06-04 18:43:04 -04:00
OverrideTypeDeclaration = FString : : Printf ( TEXT ( " %s* " ) , * FEmitHelper : : GetCppName ( SubobjectClass ) ) ;
2017-11-14 13:54:34 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3628051)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3582363 by Marc.Audy
Make ComponentToWorld fully private and remove deprecation informing of this
#jira UE-46286
Change 3582885 by Ben.Zeigler
#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime
Change 3584468 by Ben.Zeigler
#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints
Change 3584596 by Marc.Audy
(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
#jira UE-48346
Change 3586057 by Ben.Zeigler
#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate
Change 3588211 by Marc.Audy
PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
#jira UE-48318
Change 3588826 by Marc.Audy
Don't ensure when connecting the output pin of a create delegate node to a wildcard input
#jira UE-48157
Change 3588827 by Marc.Audy
Always throw error when unable to validate a link connection instead of allowing totally broken content to compile
Change 3588872 by Ben.Zeigler
#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports
Change 3589134 by Dan.Oconnor
Mirror 3585244 from Release 4.17
Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
#jira UE-48189
Change 3589140 by Dan.Oconnor
Mirror 3588406 from Release-4.17
Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references
#jira UE-48464
Change 3589141 by Dan.Oconnor
Mirror 3588681 from Release-4.17
Set Default values and CallInEditor meta data for event nodes
#jira UE-48386
Change 3590690 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4
Change 3590909 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.
Change 3591386 by Marc.Audy
Split pins are now correctly handled when expanding macros and functions.
#jira UE-47747
Change 3591939 by Dan.Oconnor
Mirror 3591923 from Release-4.17
Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
#jira UE-48250
Change 3593243 by Marc.Audy
PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
#jira UE-48534
Change 3593407 by Marc.Audy
Properly expose Lex::To/FromString for FName
Change 3593648 by Marc.Audy
Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes
Change 3593917 by Marc.Audy
Improved comment
Change 3594501 by Marc.Audy
Fix biased shuffle algorithm
#jira UE-48432
Change 3594699 by Ben.Zeigler
#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
Fix InstancedStaticMesh to not ensure when loaded via the async loading thread
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
Change summary:
- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.
Change 3596499 by Marc.Audy
Fix non-editor CIS error
Change 3596653 by Marc.Audy
When a transaction is cancelled the previous redo buffer will now be restored instead of lost
#jira UE-48513
Change 3598187 by Ben.Zeigler
Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
Fix functional tests to work in editor builds with -game by forcing an asset registry scan
Change 3598193 by Ben.Zeigler
Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.
Change 3600168 by Marc.Audy
(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
#jira UE-47467
Change 3600457 by Ben.Zeigler
Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error
Change 3600462 by Ben.Zeigler
Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms
Change 3600685 by Marc.Audy
(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
#jira UE-47467
Change 3600859 by Marc.Audy
(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
#jira UE-48672
Change 3600918 by Marc.Audy
Transient child actor components should create transient child actors.
#jira UE-48605
Change 3601012 by Ben.Zeigler
Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.
Change 3602595 by Marc.Audy
(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
#jira UE-48684
Change 3602644 by Ben.Zeigler
Add game game thread asserts to streamable manager to track down possible async loading thread issues
Change 3602745 by Ben.Zeigler
Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them
Change 3602807 by Phillip.Kavan
#jira UE-48426
- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.
Change summary:
- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.
Change 3602856 by Ben.Zeigler
Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues
Change 3602903 by Marc.Audy
Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
#jira UE-39362
Change 3602963 by Marc.Audy
PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
#jira UE-46960
Change 3603249 by Marc.Audy
Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
#jira UE-43328
Change 3603311 by Ben.Zeigler
Add -nocodesign option to disable code signing during staging
Change 3603504 by Ben.Zeigler
#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector
Change 3604790 by Marc.Audy
Fix inability to undo Add Pin via context menu to make container nodes.
#jira UE-48751
Change 3605079 by mason.seay
Renamed component from Cube to Cylinder, because it's actually a Cylinder
Change 3605113 by Mieszko.Zielinski
PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)
Change 3605276 by mason.seay
Fixed comment error in level bp
Change 3605706 by Zak.Middleton
#ue4 - Fix redundant GetDefault<>.
#jira none
Change 3605850 by Zak.Middleton
#ue4 - Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.
(Mirror CL 3602849 in Fortnite)
#jira FORT-51215, UT-6139
Change 3607677 by Dan.Oconnor
Mirror 3597636 from Release-4.17
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607704 by Dan.Oconnor
Back out changelist 3607677 - want to obliterate integration record
Change 3607727 by Dan.Oconnor
Mirror 3597636 from Release-4.17 - now with integrations converted to edits
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607735 by Dan.Oconnor
Mirror 3606248 from Release-4.17
When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)
#jira UE-48697, UE-48465
Change 3607919 by Ben.Zeigler
#jira UE- 48815
Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
Copy of CL #3607743
Change 3608447 by mason.seay
Fixing deprecated node
Change 3608779 by Ben.Zeigler
#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again
Change 3609860 by Marc.Audy
Allow uint8:1 properties to be used as expose on spawn
#jira FORT-52043
Change 3609877 by Marc.Audy
Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
Reduce size UBlueprintGeneratedClass by 32 bytes
#jira FORT-52043
Change 3609944 by Marc.Audy
Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)
Change 3610009 by mason.seay
Moving assets to another folder for organization
Change 3610840 by Ben.Zeigler
#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.
Change 3610961 by Ben.Zeigler
Fix it so when a test times out it writes out the full report with a proper error
Fix typo with ErrorCount
Change 3611183 by Marc.Audy
(4.17.2) Don't crash clicking the variable of a deleted component
#jira UE-47678
Change 3611262 by Ben.Zeigler
#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates
Change 3611667 by Phillip.Kavan
#jira UE-48450
- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.
Change 3612641 by Marc.Audy
Private StaticMesh, remove deprecation warning
Change 3612990 by Marc.Audy
Reduce memory footprint of UClass
Change 3613137 by Ben.Zeigler
#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated
Change 3613161 by Ben.Zeigler
#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
PR #3899
Change 3613192 by Ben.Zeigler
#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools
Change 3613320 by Mason.Seay
Submitting deleted redirectors
Change 3613321 by Marc.Audy
Shrink AActor 32 bytes
Change 3613326 by Marc.Audy
Move Serialize to be editoronly
Change 3613358 by Phillip.Kavan
#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.
Change 3613827 by Marc.Audy
Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)
Change 3613841 by Ben.Zeigler
#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes
Change 3614031 by Marc.Audy
Fix initialization order
Change 3614033 by Marc.Audy
Use Reset instead of Empty in get functions
Change 3615211 by Ben.Zeigler
Fix CIS warning
Change 3615386 by Ben.Zeigler
#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it
Change 3615571 by Ben.Zeigler
#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections
Change 3615844 by Marc.Audy
(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
#jira UE-48977
Change 3615887 by Marc.Audy
(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
#jira UE-48970
Change 3615965 by Dan.Oconnor
Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies
#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692
Change 3616149 by mason.seay
Updated BP for more thorough Find in BP testing
Change 3616261 by Dan.Oconnor
Mirror 3594264 and 3594798 from Release-4.17
Fix crash after compiling a blueprint that has an invalid ParentClass
#jira UE-48430, UE-48903
Change 3616816 by Zak.Middleton
#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).
#jira UE-48351
Change 3616934 by Phillip.Kavan
#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.
Change summary:
- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.
Change 3616946 by Phillip.Kavan
#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.
Change 3618007 by Marc.Audy
(4.17.2) Ensure that RootComponent is correct after undo/redo
#jira UE-48995
Change 3618014 by Phillip.Kavan
#jira UE-49025 - Fix global FiB menu item names.
Change 3618206 by Dan.Oconnor
Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO
#jira UE-47991, UE-47726
Change 3618211 by Dan.Oconnor
Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic
Change 3618299 by Zak.Middleton
#ue4 - Fix comment in GetComponents (UActorComponent version)
#jira none
Change 3618409 by Marc.Audy
Make linker placeholder properly support map and set properties
#jira UE-48925
Change 3618436 by Marc.Audy
Fix shadow variable
Change 3618682 by Ben.Zeigler
Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged
Change 3618783 by Ben.Zeigler
Fix several issues with the Component Transform details UI
#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
#jira UE-48960 Correctly notify blueprint system when component transforms are changed
#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
Fix the "Reset to Defaults" icon to be correct in transform details
Change 3618904 by Ben.Zeigler
#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI
Change 3618984 by Zak.Middleton
#ue4 - Reduce memory churn/allocations when duplicating for PIE.
#jira none
Change 3619895 by Marc.Audy
Very minor cleanup
Change 3620129 by Marc.Audy
PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
#jira UE-49083
Change 3620350 by Lukasz.Furman
restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
copy of CL# 3618825, 3618828
#ue4
Change 3620628 by Zak.Middleton
#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.
Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.
This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.
#jira UE-49035
Change 3620700 by Lukasz.Furman
moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
#ue4
Change 3620716 by mason.seay
Test map for flow control save issue
Change 3620723 by mason.seay
Minor improvement
Change 3620792 by Ben.Zeigler
Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS
Change 3621084 by Marc.Audy
Fix NegateInt/Float in StandardMacros
#jira UE-36242
#jira UE-36470
Change 3621152 by Marc.Audy
Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
#jira UE-49111
Change 3621246 by mason.seay
Test BP for UE-48800
Change 3621257 by Michael.Noland
Animation: Corrected a comment on the LegIK node
Change 3621480 by Zak.Middleton
#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.
#jira UE-39088
#github PR 2985 (modified)
Change 3621685 by Phillip.Kavan
#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.
Change summary:
- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.
Change 3622629 by Marc.Audy
Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle
Change 3622779 by Zak.Middleton
#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).
#jira none
Change 3623020 by Marc.Audy
Fix initialization order
Change 3623021 by Marc.Audy
Reorganize USceneComponent to improve cache coherency
Change 3623261 by Ben.Zeigler
#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.
Change 3623294 by Marc.Audy
Realign UActorComponent to avoid members crossing cache lines
Change 3623383 by Marc.Audy
Compress UParticleSystemComponent and fix up cases of members crossing cache lines
Change 3623492 by Marc.Audy
(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
#jira UE-49189
#jira UE-49196
Change 3623573 by Ben.Zeigler
#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor
Change 3623642 by Dan.Oconnor
Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated
#jira UE-49211
Change 3623719 by Marc.Audy
PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
#jira UE-42970
Change 3624191 by Marc.Audy
Cache GetWorld()
Change 3624232 by Marc.Audy
Remove accidentally checked in change
Change 3624688 by Marc.Audy
PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
Force feedback component can also ignore time dilation
#jira UE-44155
Change 3624880 by Marc.Audy
PR #3970: SpawnObject not checking for a nullptr causing an editor crash
Change 3625740 by Mason.Seay
Check in the correct file this time...
Change 3625806 by Ben.Zeigler
#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future
Change 3626128 by Marc.Audy
Fix dragging off component tree in to graph showing an error message
#jira UE-49114
Change 3626655 by Ben.Zeigler
#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not
Change 3626740 by Marc.Audy
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
#jira UE-49276
Change 3626831 by Marc.Audy
Remove BOM
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3628051 by Marc.Audy
Fix spelling of redundant
#jira UE-49343
Change 3596437 by Marc.Audy
Don't copy metadata unnecessarily
Change 3613302 by Marc.Audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
Change 3620363 by Lukasz.Furman
split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
copy of CL# 3620248
#ue4
Change 3622569 by Marc.Audy
Remove unnecessarily deprecated visibility member and use redirect instead
Change 3624879 by Marc.Audy
Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
Adjust existing game calls to ClientPlayrForceFeedback to use new API
[CL 3628687 by Marc Audy in Main branch]
2017-09-06 14:17:59 -04:00
}
const FString GetPtrStr = FEmitHelper : : AccessInaccessibleProperty ( Context , Property , OverrideTypeDeclaration , ContainerStr , OperatorStr , ArrayIndex , ENativizedTermUsage : : UnspecifiedOrReference , nullptr ) ;
2015-08-17 05:38:30 -04:00
PathToMember = Context . GenerateUniqueLocalName ( ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " auto& %s = %s; " ) , * PathToMember , * GetPtrStr ) ) ;
2015-08-17 05:38:30 -04:00
}
else
{
2019-11-12 09:19:39 -05:00
const TCHAR * AccessOperatorStr = ( EPropertyAccessOperator : : None = = AccessOperator ) ? TEXT ( " " )
2015-08-17 05:38:30 -04:00
: ( ( EPropertyAccessOperator : : Pointer = = AccessOperator ) ? TEXT ( " -> " ) : TEXT ( " . " ) ) ;
const bool bStaticArray = ( Property - > ArrayDim > 1 ) ;
const FString ArrayPost = bStaticArray ? FString : : Printf ( TEXT ( " [%d] " ) , ArrayIndex ) : TEXT ( " " ) ;
2019-11-12 09:19:39 -05:00
PathToMember = FString : : Printf ( TEXT ( " %s%s%s%s " ) , * OuterPath , AccessOperatorStr , * FEmitHelper : : GetCppName ( Property ) , * ArrayPost ) ;
2015-08-17 05:38:30 -04:00
}
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
2017-11-14 13:54:34 -05:00
const uint8 * ValuePtr = Property - > ContainerPtrToValuePtr < uint8 > ( DataContainer , ArrayIndex ) ;
const uint8 * DefaultValuePtr = OptionalDefaultDataContainer ? Property - > ContainerPtrToValuePtr < uint8 > ( OptionalDefaultDataContainer , ArrayIndex ) : nullptr ;
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , Property , PathToMember , ValuePtr , DefaultValuePtr , ControlFlags | EPropertyGenerationControlFlags : : IncludeFirstConstructionLine ) ;
2015-08-17 05:38:30 -04:00
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
void FEmitDefaultValueHelper : : GenerateUserStructConstructor ( const UUserDefinedStruct * Struct , FEmitterLocalContext & Context )
2015-08-17 05:38:30 -04:00
{
check ( Struct ) ;
2015-09-08 06:44:17 -04:00
const FString StructName = FEmitHelper : : GetCppName ( Struct ) ;
2015-08-17 05:38:30 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
// Declaration
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
Context . Header . AddLine ( FString : : Printf ( TEXT ( " %s(); " ) , * StructName ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
// Definition
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
Context . Body . AddLine ( FString : : Printf ( TEXT ( " %s::%s() " ) , * StructName , * StructName ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Context . Body . AddLine ( TEXT ( " { " ) ) ;
Context . Body . IncreaseIndent ( ) ;
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
TGuardValue < FCodeText * > OriginalDefaultTarget ( Context . DefaultTarget , & Context . Body ) ;
2015-09-30 06:29:24 -04:00
FStructOnScope StructData ( Struct ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3803685)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
2017-12-12 12:16:37 -05:00
FUserStructOnScopeIgnoreDefaults RawDefaultStructOnScope ( Struct ) ;
2019-12-13 11:07:03 -05:00
for ( const FProperty * Property : TFieldRange < const FProperty > ( Struct ) )
2015-09-30 06:29:24 -04:00
{
2018-10-29 16:33:11 -04:00
// Since UDS types are converted to native USTRUCT, all POD fields must be initialized in the ctor, just as with "regular" native USTRUCT types.
const bool bForceInit = Property - > HasAnyPropertyFlags ( CPF_IsPlainOldData ) ;
OuterGenerate ( Context , Property , TEXT ( " " ) , StructData . GetStructMemory ( ) , bForceInit ? nullptr : RawDefaultStructOnScope . GetStructMemory ( ) , EPropertyAccessOperator : : None ) ;
2015-09-30 06:29:24 -04:00
}
2015-08-17 05:38:30 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Context . Body . DecreaseIndent ( ) ;
2015-09-30 06:29:24 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Context . Body . AddLine ( TEXT ( " } " ) ) ;
2015-08-17 05:38:30 -04:00
}
2019-12-13 11:07:03 -05:00
void FEmitDefaultValueHelper : : InnerGenerate ( FEmitterLocalContext & Context , const FProperty * Property , const FString & PathToMember , const uint8 * ValuePtr , const uint8 * DefaultValuePtr , EPropertyGenerationControlFlags ControlFlags )
2015-08-17 05:38:30 -04:00
{
2019-07-10 13:47:03 -04:00
const bool bWithoutFirstConstructionLine = ! ( ControlFlags & EPropertyGenerationControlFlags : : IncludeFirstConstructionLine ) ;
// Don't propagate this flag through to nested calls.
ControlFlags & = ~ EPropertyGenerationControlFlags : : IncludeFirstConstructionLine ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
auto InlineValueStruct = [ & ] ( UScriptStruct * OuterStruct , const uint8 * LocalValuePtr ) - > UScriptStruct *
{
UScriptStruct * InnerStruct = FBackendHelperUMG : : InlineValueStruct ( OuterStruct , LocalValuePtr ) ;
if ( InnerStruct )
{
Context . StructsUsedAsInlineValues . Add ( InnerStruct ) ;
}
return InnerStruct ;
} ;
auto InlineValueData = [ ] ( UScriptStruct * OuterStruct , const uint8 * LocalValuePtr ) - > const uint8 * { return FBackendHelperUMG : : InlineValueData ( OuterStruct , LocalValuePtr ) ; } ;
auto IsTInlineStruct = [ ] ( UScriptStruct * OuterStruct ) - > bool { return FBackendHelperUMG : : IsTInlineStruct ( OuterStruct ) ; } ;
2019-12-13 11:07:03 -05:00
auto OneLineConstruction = [ & ] ( FEmitterLocalContext & LocalContext , const FProperty * LocalProperty , const uint8 * LocalValuePtr , FString & OutSingleLine , bool bGenerateEmptyStructConstructor ) - > bool
2015-08-17 05:38:30 -04:00
{
bool bComplete = true ;
FString ValueStr = HandleSpecialTypes ( LocalContext , LocalProperty , LocalValuePtr ) ;
if ( ValueStr . IsEmpty ( ) )
{
2019-12-13 11:07:03 -05:00
const FStructProperty * StructProperty = CastField < const FStructProperty > ( LocalProperty ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
UScriptStruct * InnerInlineStruct = InlineValueStruct ( StructProperty ? StructProperty - > Struct : nullptr , LocalValuePtr ) ;
if ( StructProperty & & StructProperty - > Struct & & InnerInlineStruct )
{
check ( InnerInlineStruct ) ;
FString StructConstructor ;
bComplete = SpecialStructureConstructor ( InnerInlineStruct , InlineValueData ( StructProperty - > Struct , LocalValuePtr ) , & StructConstructor ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
ValueStr = bComplete
? FString : : Printf ( TEXT ( " %s(%s) " ) , * FEmitHelper : : GetCppName ( StructProperty - > Struct ) , * StructConstructor )
: FString : : Printf ( TEXT ( " ConstructTInlineValue<%s>(%s::StaticStruct()) " ) , * FEmitHelper : : GetCppName ( StructProperty - > Struct ) , * FEmitHelper : : GetCppName ( InnerInlineStruct ) ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
else
{
ValueStr = LocalContext . ExportTextItem ( LocalProperty , LocalValuePtr ) ;
}
2015-08-17 05:38:30 -04:00
if ( ValueStr . IsEmpty ( ) & & StructProperty )
{
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{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
ValueStr = FString : : Printf ( TEXT ( " %s%s " ) , * FEmitHelper : : GetCppName ( StructProperty - > Struct ) , FEmitHelper : : EmptyDefaultConstructor ( StructProperty - > Struct ) ) ; //don;t override existing values
2015-08-17 05:38:30 -04:00
}
bComplete = false ;
}
else if ( ValueStr . IsEmpty ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
UE_LOG ( LogK2Compiler , Error , TEXT ( " FEmitDefaultValueHelper Cannot generate initialization: %s " ) , * LocalProperty - > GetPathName ( ) ) ;
2015-08-17 05:38:30 -04:00
}
}
OutSingleLine + = ValueStr ;
return bComplete ;
} ;
if ( ! bWithoutFirstConstructionLine )
{
FString ValueStr ;
const bool bComplete = OneLineConstruction ( Context , Property , ValuePtr , ValueStr , false ) ;
if ( ! ValueStr . IsEmpty ( ) )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s = %s; " ) , * PathToMember , * ValueStr ) ) ;
}
// array initialization "array_var = TArray<..>()" is complete, but it still needs items.
2019-12-13 11:07:03 -05:00
if ( bComplete & & ! Property - > IsA < FArrayProperty > ( ) & & ! Property - > IsA < FSetProperty > ( ) & & ! Property - > IsA < FMapProperty > ( ) )
2015-08-17 05:38:30 -04:00
{
return ;
}
}
2019-12-13 11:07:03 -05:00
if ( const FStructProperty * StructProperty = CastField < const FStructProperty > ( Property ) )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
check ( StructProperty - > Struct ) ;
UScriptStruct * InnerInlineStruct = InlineValueStruct ( StructProperty - > Struct , ValuePtr ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
UScriptStruct * ActualStruct = InnerInlineStruct ? InnerInlineStruct : StructProperty - > Struct ;
const uint8 * ActualValuePtr = InnerInlineStruct ? InlineValueData ( StructProperty - > Struct , ValuePtr ) : ValuePtr ;
const uint8 * ActualDefaultValuePtr = InnerInlineStruct ? InlineValueData ( StructProperty - > Struct , DefaultValuePtr ) : DefaultValuePtr ;
// Create default struct instance, only when DefaultValuePtr is null.
FStructOnScope DefaultStructOnScope ( ActualDefaultValuePtr ? nullptr : ActualStruct ) ;
const FString ActualPathToMember = InnerInlineStruct ? FString : : Printf ( TEXT ( " ((%s*)%s.GetPtr()) " ) , * FEmitHelper : : GetCppName ( InnerInlineStruct ) , * PathToMember ) : PathToMember ;
2019-12-13 11:07:03 -05:00
for ( const FProperty * LocalProperty : TFieldRange < const FProperty > ( ActualStruct ) )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
OuterGenerate ( Context , LocalProperty , ActualPathToMember , ActualValuePtr
, ( ActualDefaultValuePtr ? ActualDefaultValuePtr : DefaultStructOnScope . GetStructMemory ( ) )
2019-07-10 13:47:03 -04:00
, InnerInlineStruct ? EPropertyAccessOperator : : Pointer : EPropertyAccessOperator : : Dot
, ControlFlags ) ;
2015-08-17 05:38:30 -04:00
}
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
enum class EStructConstructionType
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
InitializeStruct ,
EmptyConstructor ,
Custom ,
} ;
2019-12-13 11:07:03 -05:00
auto StructConstruction = [ IsTInlineStruct ] ( const FStructProperty * InnerStructProperty ) - > EStructConstructionType
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
//TODO: if the struct has a custom ExportTextItem, that support PPF_ExportCpp, then ELocalConstructionType::Custom should be returned
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
//For UDS and regular native structs the default constructor is not reliable, so we need to use InitializeStruct
const bool bInitializeWithoutScriptStruct = InnerStructProperty & & InnerStructProperty - > Struct
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
& & InnerStructProperty - > Struct - > IsNative ( )
& & ( ( 0 ! = ( InnerStructProperty - > Struct - > StructFlags & STRUCT_NoExport ) ) | | IsTInlineStruct ( InnerStructProperty - > Struct ) ) ;
if ( ! bInitializeWithoutScriptStruct )
{
if ( InnerStructProperty & & ! FEmitDefaultValueHelper : : SpecialStructureConstructor ( InnerStructProperty - > Struct , nullptr , nullptr ) )
{
return EStructConstructionType : : InitializeStruct ;
}
}
return bInitializeWithoutScriptStruct ? EStructConstructionType : : EmptyConstructor : EStructConstructionType : : Custom ;
} ;
2019-12-13 11:07:03 -05:00
auto CreateElementSimple = [ OneLineConstruction , ControlFlags ] ( FEmitterLocalContext & LocalContext , const FProperty * LocalProperty , const uint8 * LocalValuePtr ) - > FString
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
FString ValueStr ;
const bool bComplete = OneLineConstruction ( LocalContext , LocalProperty , LocalValuePtr , ValueStr , true ) ;
ensure ( ! ValueStr . IsEmpty ( ) ) ;
if ( ! bComplete )
{
const FString ElemLocName = LocalContext . GenerateUniqueLocalName ( ) ;
LocalContext . AddLine ( FString : : Printf ( TEXT ( " auto %s = %s; " ) , * ElemLocName , * ValueStr ) ) ;
2019-07-10 13:47:03 -04:00
InnerGenerate ( LocalContext , LocalProperty , ElemLocName , LocalValuePtr , nullptr , ControlFlags ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
ValueStr = ElemLocName ;
}
return ValueStr ;
} ;
2019-12-13 11:07:03 -05:00
if ( const FArrayProperty * ArrayProperty = CastField < const FArrayProperty > ( Property ) )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
check ( ArrayProperty - > Inner ) ;
2015-08-17 05:38:30 -04:00
FScriptArrayHelper ScriptArrayHelper ( ArrayProperty , ValuePtr ) ;
2016-02-12 17:00:45 -05:00
if ( ScriptArrayHelper . Num ( ) )
{
2019-12-13 11:07:03 -05:00
const FStructProperty * StructProperty = CastField < const FStructProperty > ( ArrayProperty - > Inner ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const EStructConstructionType Construction = StructConstruction ( StructProperty ) ;
if ( EStructConstructionType : : InitializeStruct = = Construction )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const UScriptStruct * InnerStruct = StructProperty ? StructProperty - > Struct : nullptr ;
ensure ( InnerStruct ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s.%s(%d); " ) , * PathToMember , TEXT ( " AddUninitialized " ) , ScriptArrayHelper . Num ( ) ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s->%s(%s.GetData(), %d); " )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
, * Context . FindGloballyMappedObject ( InnerStruct , UScriptStruct : : StaticClass ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
, GET_FUNCTION_NAME_STRING_CHECKED ( UStruct , InitializeStruct )
, * PathToMember
, ScriptArrayHelper . Num ( ) ) ) ;
2016-02-12 17:00:45 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
for ( int32 Index = 0 ; Index < ScriptArrayHelper . Num ( ) ; + + Index )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
const FString ArrayElementRefName = Context . GenerateUniqueLocalName ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " auto& %s = %s[%d]; " ) , * ArrayElementRefName , * PathToMember , Index ) ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
// This is a Regular Struct (no special constructor), so we don't need to call constructor
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , ArrayProperty - > Inner , ArrayElementRefName , ScriptArrayHelper . GetRawPtr ( Index ) , nullptr , ControlFlags ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
}
else
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s.%s(%d); " ) , * PathToMember , TEXT ( " Reserve " ) , ScriptArrayHelper . Num ( ) ) ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
for ( int32 Index = 0 ; Index < ScriptArrayHelper . Num ( ) ; + + Index )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
const uint8 * LocalValuePtr = ScriptArrayHelper . GetRawPtr ( Index ) ;
FString ValueStr ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
bool bComplete = OneLineConstruction ( Context , ArrayProperty - > Inner , LocalValuePtr , ValueStr , true ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Add(%s); " ) , * PathToMember , * ValueStr ) ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
if ( ! bComplete )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
// The constructor was already called
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , ArrayProperty - > Inner , FString : : Printf ( TEXT ( " %s[%d] " ) , * PathToMember , Index ) , LocalValuePtr , nullptr , ControlFlags ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
}
}
}
}
2019-12-13 11:07:03 -05:00
else if ( const FSetProperty * SetProperty = CastField < const FSetProperty > ( Property ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
check ( SetProperty - > ElementProp ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
FScriptSetHelper ScriptSetHelper ( SetProperty , ValuePtr ) ;
if ( ScriptSetHelper . Num ( ) )
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Reserve(%d); " ) , * PathToMember , ScriptSetHelper . Num ( ) ) ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
auto ForEachElementInSet = [ & ] ( TFunctionRef < void ( int32 ) > Process )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
int32 Size = ScriptSetHelper . Num ( ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
for ( int32 I = 0 ; Size ; + + I )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
if ( ScriptSetHelper . IsValidIndex ( I ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
- - Size ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
Process ( I ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
2019-12-13 11:07:03 -05:00
const FStructProperty * StructProperty = CastField < const FStructProperty > ( SetProperty - > ElementProp ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const EStructConstructionType Construction = StructConstruction ( StructProperty ) ;
if ( EStructConstructionType : : InitializeStruct = = Construction )
{
const UScriptStruct * InnerStruct = StructProperty ? StructProperty - > Struct : nullptr ;
ensure ( InnerStruct ) ;
const FString SetHelperName = Context . GenerateUniqueLocalName ( ) ;
const FString PropertyLocalName = FEmitHelper : : GenerateGetPropertyByName ( Context , SetProperty ) ;
const FString StructCppName = FEmitHelper : : GetCppName ( InnerStruct ) ;
2019-12-13 11:07:03 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " FScriptSetHelper %s(CastFieldChecked<FSetProperty>(%s), &%s); " ) , * SetHelperName , * PropertyLocalName , * PathToMember ) ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
ForEachElementInSet ( [ & ] ( int32 Index )
{
const FString ElementName = Context . GenerateUniqueLocalName ( ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s& %s = *(%s*)%s.GetElementPtr(%s.AddDefaultValue_Invalid_NeedsRehash()); " )
, * StructCppName , * ElementName , * StructCppName , * SetHelperName , * SetHelperName ) ) ;
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , StructProperty , ElementName , ScriptSetHelper . GetElementPtr ( Index ) , nullptr , ControlFlags ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
} ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Rehash(); " ) , * SetHelperName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
else
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
ForEachElementInSet ( [ & ] ( int32 Index )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const FString Element = CreateElementSimple ( Context , SetProperty - > ElementProp , ScriptSetHelper . GetElementPtr ( Index ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Add(%s); " ) , * PathToMember , * Element ) ) ;
} ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
}
}
2019-12-13 11:07:03 -05:00
else if ( const FMapProperty * MapProperty = CastField < const FMapProperty > ( Property ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
check ( MapProperty - > KeyProp & & MapProperty - > ValueProp ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
FScriptMapHelper ScriptMapHelper ( MapProperty , ValuePtr ) ;
if ( ScriptMapHelper . Num ( ) )
2019-12-13 11:07:03 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
auto ForEachPairInMap = [ & ] ( TFunctionRef < void ( int32 ) > Process )
{
int32 Size = ScriptMapHelper . Num ( ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
for ( int32 I = 0 ; Size ; + + I )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
{
if ( ScriptMapHelper . IsValidIndex ( I ) )
{
- - Size ;
Process ( I ) ;
}
}
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Reserve(%d); " ) , * PathToMember , ScriptMapHelper . Num ( ) ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
2019-12-13 11:07:03 -05:00
const FStructProperty * KeyStructProperty = CastField < const FStructProperty > ( MapProperty - > KeyProp ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const EStructConstructionType KeyConstruction = StructConstruction ( KeyStructProperty ) ;
2019-12-13 11:07:03 -05:00
const FStructProperty * ValueStructProperty = CastField < const FStructProperty > ( MapProperty - > ValueProp ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const EStructConstructionType ValueConstruction = StructConstruction ( ValueStructProperty ) ;
if ( ( EStructConstructionType : : InitializeStruct = = KeyConstruction ) | | ( EStructConstructionType : : InitializeStruct = = ValueConstruction ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const FString MapHelperName = Context . GenerateUniqueLocalName ( ) ;
const FString PropertyLocalName = FEmitHelper : : GenerateGetPropertyByName ( Context , MapProperty ) ;
2019-12-13 11:07:03 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " FScriptMapHelper %s(CastFieldChecked<FMapProperty>(%s), &%s); " ) , * MapHelperName , * PropertyLocalName , * PathToMember ) ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const uint32 ElementTypeCppExportFlags = EPropertyExportCPPFlags : : CPPF_CustomTypeName | EPropertyExportCPPFlags : : CPPF_BlueprintCppBackend | EPropertyExportCPPFlags : : CPPF_NoConst ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
const FString ElementTypeStr = Context . ExportCppDeclaration ( MapProperty , EExportedDeclaration : : Member , ElementTypeCppExportFlags , FEmitterLocalContext : : EPropertyNameInDeclaration : : Skip ) . TrimEnd ( )
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
+ TEXT ( " ::ElementType " ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
ForEachPairInMap ( [ & ] ( int32 Index )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const FString PairName = Context . GenerateUniqueLocalName ( ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s& %s = *(%s*)%s.GetPairPtr(%s.AddDefaultValue_Invalid_NeedsRehash()); " )
, * ElementTypeStr , * PairName , * ElementTypeStr , * MapHelperName , * MapHelperName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
bool bKeyComplete = false ;
const FString KeyPath = FString : : Printf ( TEXT ( " %s.Key " ) , * PairName ) ;
if ( EStructConstructionType : : Custom = = KeyConstruction )
{
FString KeyStr ;
bKeyComplete = OneLineConstruction ( Context , MapProperty - > KeyProp , ScriptMapHelper . GetKeyPtr ( Index ) , KeyStr , /*bGenerateEmptyStructConstructor=*/ false ) ;
if ( ! KeyStr . IsEmpty ( ) )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s = %s; " ) , * KeyPath , * KeyStr ) ) ;
}
}
if ( ! bKeyComplete )
{
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , MapProperty - > KeyProp , KeyPath , ScriptMapHelper . GetKeyPtr ( Index ) , nullptr , ControlFlags ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
bool bValueComplete = false ;
const FString ValuePath = FString : : Printf ( TEXT ( " %s.Value " ) , * PairName ) ;
if ( EStructConstructionType : : Custom = = ValueConstruction )
{
FString ValueStr ;
2019-09-04 15:54:18 -04:00
bValueComplete = OneLineConstruction ( Context , MapProperty - > ValueProp , ScriptMapHelper . GetValuePtr ( Index ) , ValueStr , /*bGenerateEmptyStructConstructor=*/ false ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
if ( ! ValueStr . IsEmpty ( ) )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s = %s; " ) , * ValuePath , * ValueStr ) ) ;
}
}
if ( ! bValueComplete )
{
2019-07-10 13:47:03 -04:00
InnerGenerate ( Context , MapProperty - > ValueProp , ValuePath , ScriptMapHelper . GetValuePtr ( Index ) , nullptr , ControlFlags ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
} ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Rehash(); " ) , * MapHelperName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
else
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
ForEachPairInMap ( [ & ] ( int32 Index )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
const FString KeyStr = CreateElementSimple ( Context , MapProperty - > KeyProp , ScriptMapHelper . GetKeyPtr ( Index ) ) ;
const FString ValueStr = CreateElementSimple ( Context , MapProperty - > ValueProp , ScriptMapHelper . GetValuePtr ( Index ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s.Add(%s, %s); " ) , * PathToMember , * KeyStr , * ValueStr ) ) ;
} ) ;
2015-08-17 05:38:30 -04:00
}
}
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
bool FEmitDefaultValueHelper : : SpecialStructureConstructor ( const UStruct * Struct , const uint8 * ValuePtr , /*out*/ FString * OutResult )
2016-02-26 16:58:26 -05:00
{
check ( ValuePtr | | ! OutResult ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3267632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
Change 3266915 on 2017/01/20 by Arciel.Rekman
Fix Persona crash on Linux (UE-38790).
- Static template variable got instantiated into multiple DSOs; probably exacerbated by --as-needed since this does not happen without it.
#jira UE-38790
Change 3266785 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Make usage of CachedUsers thread safe. Duplicates CL 3245390
#jira UE-40649
Change 3266762 on 2017/01/20 by Rolando.Caloca
UE4.15 - Fix for reallocating scene color
#jira UE-40633
Change 3266642 on 2017/01/20 by Lina.Halper
Downgraded Warning to Info
#jira: UE-40643
Change 3266532 on 2017/01/20 by Jeff.Campeau
Fix multiplatform Windows includes defeating the safety check in MinWindows.h
#jira UE-40778
#rn Fixed a compile warning on Xbox One when XboxOneMinApi.h was included before MinWindows.h.
Change 3266523 on 2017/01/20 by Marc.Audy
Fix case where child actor could avoid getting begin play call
#jira UE-40960
Change 3266474 on 2017/01/20 by Peter.Sauerbrei
fix for using an API not yet available in iOS 8
#jira UE-40698
Change 3266339 on 2017/01/20 by Frank.Fella
Sequencer - Fix UI issues with multi-track section rows.
+ Don't show an empty sub-track when there are no sections.
+ Expand parent tracks by default.
#Jira UE-40487
Change 3266283 on 2017/01/20 by Jeff.Fisher
UE-40683 GearVR projects rendering black
-Fix from Remi Palandri
#jira UE-40683
#review-3265824 @nick.whiting @ryan.vance
Change 3266264 on 2017/01/20 by Lina.Halper
Downgraded warning and changed log message
#jira: UE-40643
Change 3266239 on 2017/01/20 by Peter.Sauerbrei
fix for virtual joystick not showing up on some devices
#jira UE-40472
Change 3266084 on 2017/01/20 by Mitchell.Wilson
Resaving level to have correct starting camera position. Saved in wrong position after fixing a bug.
#jira UE-40887
Change 3266077 on 2017/01/20 by Matt.Kuhlenschmidt
Fixed "Wait for Movies to Complete" flag being reversed
#jira UE-40943
Change 3266076 on 2017/01/20 by Mitchell.Wilson
Updating occulsion bounds method on P_spark_burst_2 so it is not occluded when spawned inside of the coin mesh in BP_Overview example.
Updating some post process examples due to changes made with Post Process settings. Film and Scene Color are temporary fixes and are intended to be fully updated in 4.16
#jira UE-40830 UE-40887
Change 3266034 on 2017/01/20 by Benn.Gallagher
Fixed crash when reimporting APEX destructibles from apb/x files caused by not allowing the renderer to flush destroy resource commands before emptying an array.
#jira UE-40911
Change 3266027 on 2017/01/20 by Ian.Fox
#OnlineSubsystemLive - Fix CreateSession and FindSession each permanently failing after first failure. Duplicates CL 3262175
#jira UE-39110
Change 3265906 on 2017/01/20 by Marcus.Wassmer
Fix GPU particle AFR flickering and optimize injection transfers.
Duplicate CL's 3260302, 3261252, 3265662, 3265678
#jira UE-40915
Change 3265873 on 2017/01/20 by Mark.Satterthwaite
Duplicate CL #3262535:
Make sure to set rasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements
#jira UE-40842
Change 3265857 on 2017/01/20 by Jamie.Dale
Fixed font pathing issue that could happen in an out-of-source packaged build
#jira UE-40855
Change 3265675 on 2017/01/20 by Matt.Kuhlenschmidt
Move Dirt Mask Intensity to the correct post process category
#jira UE-40851
Change 3265674 on 2017/01/20 by Rolando.Caloca
UE4.15 - Revert
#jira UE-40633
Change 3265647 on 2017/01/20 by Mitchell.Wilson
Updating spawn location of the player pawn after unpossessing character in example 1.10.
#jira UE-40870
Change 3265612 on 2017/01/20 by Alexis.Matte
Prevent name clash warning when doing automation test
#jira UE-40788
Change 3265553 on 2017/01/20 by Matthew.Griffin
Fixed Shadow variable warning
Change 3265366 on 2017/01/20 by Dmitriy.Dyomin
Fixed: Vulkan crashes on Adreno Galaxy S7
#jira UE-40840
Change 3265294 on 2017/01/19 by Dmitriy.Dyomin
Fixed typo which was causing assert on mobile
#jira UE-40633
Change 3265111 on 2017/01/19 by Rolando.Caloca
UE4.15 - Fix for scene color crash
#jira UE-40633
Change 3264789 on 2017/01/19 by Josh.Adams
- Redoing a fix from Dev-Plat for UI_BUILD_SHIPPING_EDITOR
#jira UE-40798
Change 3264780 on 2017/01/19 by Rolando.Caloca
UE4.15 - Add Morph compute GPU stat
#jira UE-40891
Change 3264486 on 2017/01/19 by Mark.Satterthwaite
Fix the crash on startup on Intel GPUs - this is due to Intel Metal forcing SM4 to avoid some drivers bugs in SM5 but I got the condition for initialisation in FMinimalDummyForwardLightingResources wrong so it's attempting to create a RWBuffer for SM4 which won't work.
#jira UE-40863
Change 3264427 on 2017/01/19 by Rolando.Caloca
UE4.15 - Track down crash
#jira UE-40633
Change 3264393 on 2017/01/19 by Aaron.McLeran
#jira UE-40850
Re-fixing UE-39650 again in 4.15.
I hope this bug doesn't regress yet again!
Change 3264364 on 2017/01/19 by Daniel.Wright
In forward shading SceneCaptureSource modes Normal and BaseColor are replaced with SceneColorHDR as the GBuffer is not available. This is a silent failure for now as there's no good content error reporting mechanism for scene captures.
#jira UE-39658
Change 3264284 on 2017/01/19 by Mark.Satterthwaite
Duplicate CL #3264251:
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264282 on 2017/01/19 by Benn.Gallagher
CIS fix, bad expression that failed to compile Mac
#jira UE-40716
Change 3264257 on 2017/01/19 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3264242 on 2017/01/19 by Daniel.Wright
[Copy] Sharing IndirectLightingCacheTextureSampler samplers
#jira UE-40727
Change 3264191 on 2017/01/19 by Ori.Cohen
Fix heightfield not working with traces underneath.
#JIRA UE-39819
Change 3264139 on 2017/01/19 by Benn.Gallagher
Removed collision between clothing in external skeletal mesh components, as clothing simulations could already be in flight and editing collisions while the simulation is running is not supported by APEX
#jira UE-40716
Change 3264110 on 2017/01/19 by Max.Preussner
MfMedia: Disabled plug-in on Windows 10, because it is currently broken
#jira UE-406344
Change 3264108 on 2017/01/19 by Max.Preussner
MfMedia: Fixed compile errors on Windows 10
#jira UE-40644
Change 3264099 on 2017/01/19 by Jamie.Dale
Adding deprecation warning for 4.14 style PO export
#jira UE-40592
Change 3264089 on 2017/01/19 by Matthew.Griffin
Reworked DDC commandlet to make sure it actually calls BeginCacheForCookedPlatformData on assets
Skip doing this for Engine content if -ProjectOnly is set as that takes a long time and isn't necessary for the way we use it
#jira UE-39968
Change 3264065 on 2017/01/19 by James.Golding
Fix ModifyCurve node not calling init/update in SourcePose
#jira UE-40852
Change 3263729 on 2017/01/19 by Alexis.Matte
Fix a bad condition when filling the material sorting array
#jira UE-40814
Change 3263704 on 2017/01/19 by Jack.Porter
Fix compile error in AndroidESDeferredOpenGL.cpp when " ES Deferred Shading Renderer" is enabled.
#jira UE-40659
Change 3263627 on 2017/01/19 by Jack.Porter
Fixed black textures when Vulkan is packaged for ETC1
#jira UE-40658
Change 3263554 on 2017/01/19 by Jack.Porter
Fixes to HISMC LOD to use new screen size calculation. Solves issue where HISMC was always rendered at lowest LOD.
#jira UE-38930
Change 3263535 on 2017/01/19 by Matthew.Griffin
Removed unnecessary directories to always cook
Problem was actually down to string asset references not being resolved in file set generation
Change 3263534 on 2017/01/19 by Matthew.Griffin
Added -SkipPublish parameter to BuildLauncherSample command so that we don't chunk and post preflights
Change 3263267 on 2017/01/18 by Dan.Oconnor
Fix for editing of TMap/TSet variables in structure editor, async tasks, and when using UK2Node_CommutativeAssociativeBinaryOperator.
#jira UE-40428
Change 3263219 on 2017/01/18 by Dan.Oconnor
Fix copy paste error found by UDN user Craig.Wright that could result in fatal bytecode execution
#jira UE-19425
Change 3262980 on 2017/01/18 by Maciej.Mroz
#jira UE-40394, UE-40395, UE-40426, UE-40484, UE-40770
Integrated cl 3262851, 3261613, 3260908 from Dev-Blueprint
Change 3262908 on 2017/01/18 by Ori.Cohen
When refreshing physics assets, don't do so on components that have no bodies.
#JIRA UE-40764
Change 3262709 on 2017/01/18 by Matt.Kuhlenschmidt
Fix a crash if a background blur widget ends up being negative or zero sized
#jira UE-40820
Change 3262606 on 2017/01/18 by Marc.Audy
Don't bother the user with force feedback based on where the unpossessed pawn is standing in the world while in simulate mode
#jira UE-40785
Change 3262416 on 2017/01/18 by Marc.Audy
Reenable audio threading
#jira UE-00000
Change 3262125 on 2017/01/18 by Chris.Wood
Fixed unnecessary truncate in SMenuAnchor::Tick that caused menu placement to wobble
[UE-40293] - Dropdown selection box jitters when mouse is moved over top of it on Mac
#jira UE-40293
Change 3262103 on 2017/01/18 by Jamie.Dale
Merging some cooker fixes
CL# 3262089 - Fixing RedirectCollector issues with projects outside the UE4 directory
CL# 3262091 - Guarding against potentially invalid call to FString::Mid
CL# 3262094 - Cook on the fly builds now resolve string asset references
#jira UE-40790
Change 3262082 on 2017/01/18 by Chris.Bunner
Accumulate used particle materials from final mesh material module, not first.
#jira UE-39953
Change 3261996 on 2017/01/18 by Matthew.Griffin
Allow Samples to be built in pre-flights if you are specifying an engine version
Change 3261995 on 2017/01/18 by Matthew.Griffin
Resolve string asset references after loading packages to ensure that we find all required files
Change 3261934 on 2017/01/18 by Allan.Bentham
Bump shader version to force changes in 3260307 to occur.
#jira UE-39701
Change 3261842 on 2017/01/18 by Graeme.Thornton
Manual copy of CL 3253580 from Dev-Core
Added some validation of the class index in exportmap entries
#jira UE-37873
Change 3261017 on 2017/01/17 by Mitchell.Wilson
Resaving all levels to resolve short form string asset reference warnings.
#jira UE-40732
Change 3260918 on 2017/01/17 by Andrew.Rodham
Sequencer: Request unloaded levels to be loaded when being made visible through sequencer
#jira UE-40082
Change 3260909 on 2017/01/17 by Ben.Marsh
Fix error running "Clean" in installed build.
#jira UE-40751
Change 3260757 on 2017/01/17 by Jeff.Fisher
UE-39654 Crash when launching Google VR project
-Via SwitchGameWindowToUseGameViewport we get an early ResizeViewport which does an early Draw. This calls GetStereoProjectionMatrix before the game has ticked and fetched the device info we use to build that matrix.
-In this change we make the call to setup that information in the GoogleVRHMD constructor, to ensure it is done before anything tries to use it.
-I also added some asserts.
#jira UE-39654
#review-3260644
Change 3260637 on 2017/01/17 by Alexis.Matte
Fix crash when importing skeletal mesh containing a texture or a material using the same name.
#jira UE-40538
Change 3260630 on 2017/01/17 by Marc.Audy
When installing a feature pack maintain the include of the template so that any properties inside it are not lost by replacing it with the project's PCH include
Update all C++ feature packs to include the original project .h in the files that are copied in to the new project
#jira UE-40730
Change 3260600 on 2017/01/17 by matt.barnes
Test content for sequencer event tracks
#jira UE-29618
Change 3260593 on 2017/01/17 by Mieszko.Zielinski
Made FSupportedAreaData export as part of engine API #UE4
#jira UE-40739
Change 3260538 on 2017/01/17 by Marc.Audy
Always display axes in debug info, but show -- for value when we don't yet know the ranges
#jira UE-40700
Change 3260422 on 2017/01/17 by Marc.Audy
Expose level streaming incremental unregister component cvars in the engine streaming section of the project settings
#jira UE-10109
Change 3260392 on 2017/01/17 by Ben.Woodhouse
Duplicated from CL 3260107:
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260358 on 2017/01/17 by Chris.Bunner
Only validate tonemapper LUT input if actually hooked up.
#jira UE-40467
Change 3260327 on 2017/01/17 by Frank.Fella
PlatformMediaSource - Fix Validate to check all specified media sources, and change GetURL to get the url for the current platform when running uncooked.
#jira UE-40709
Change 3260307 on 2017/01/17 by Allan.Bentham
Restore metal compiler's shader source serialization code when the shader is to be compiled at runtime.
#jira UE-39701
Change 3260276 on 2017/01/17 by Alex.Delesky
#jira UE-40276 - Fixing an issue where a Standalone game launched from the editor cannot toggle fullscreen mode.
Change 3260274 on 2017/01/17 by Chris.Wood
Added check for null World ptr in AActor::PostEditChangeProperty to fix crash when pasting temporary Actors
[UE-40492] - Crash after ejecting from PIE session and selecting a component in the details panel
#jira UE-40492
Change 3260230 on 2017/01/17 by Ben.Woodhouse
Duplicated from dev-rendering@3232283
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3260096 on 2017/01/17 by Thomas.Sarkanen
Fixed crash when rendering out a level sequence with layered animations
When a level contained sequences with layered animations that *werent* taking part in the render (i.e. they were not part of the current master sequence) then their instances were initialized but not ticked. When their components then got a call to evaluate their bone transforms, the cached blends were in an uninitialized state.
#jira UE-40654 - Render Movie using separate process crashes capture process
Change 3259875 on 2017/01/17 by Dmitriy.Dyomin
Fixed: SunTemple is washed out in one color on some Android devices
#jira UE-40689
Change 3259011 on 2017/01/16 by Max.Chen
Matinee to Level Sequence: Make RegisterTrackConverters pure virtual
#jira UE-37328
Change 3258992 on 2017/01/16 by Rolando.Caloca
UE4.15 - Integrate fix for outlines (3258807)
#jira UE-40690
Change 3258949 on 2017/01/16 by mason.seay
Disabled TranslatedMass test
#jira UE-29618
Change 3258860 on 2017/01/16 by Max.Preussner
Media: Prevent loading of media plug-ins in console apps, such as game servers (OR-34819)
#jira OR-34819
Change 3258846 on 2017/01/16 by Max.Preussner
MfMedia: Fixed incorrect tracks being played in multi-track media sources (UE-39703)
#jira UE-39703
Change 3258813 on 2017/01/16 by Benn.Gallagher
Added error on import for APEX clothing files that either have no submeshes or have no submeshes with simulated vertices.
#jira UE-40614
Change 3258771 on 2017/01/16 by James.Golding
Skip fatal warning in UBodySetup::Serialize if duplicating (e.g. spawning component via SCS with a BodySetup in its template)
#jira UE-40418
Change 3258747 on 2017/01/16 by Max.Chen
Sequencer: AddUnique SequencerActorTag to prevent multiple tags being added when spawning/despawning.
#jira UE-40665
Change 3258630 on 2017/01/16 by Jurre.deBaare
CIS IfDef issue fix
#JIRA UE-1234
Change 3258541 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
change summary:
- revised code in UBlueprint::BeginCacheForCookedPlatformData() to also support the "inclusive" nativization method
#jira UE-40131
Change 3258532 on 2017/01/16 by Max.Chen
Sequencer: Fix max row index off by one error . This was always incorrect, but it was masked by the fact that FixRowIndices() was called on the track when the UI gets built. That function was removed from the node layer in CL #3252753 and therefore exposed this bug.
#jira UE-40642
Change 3258505 on 2017/01/16 by Marc.Audy
Improve messaging when installing vehicle and vehicle adv C++ feature packs
#jira UE-40647
Change 3258478 on 2017/01/16 by Matt.Kuhlenschmidt
PR #3131: UE-40567: Added nullcheck to FSplinePointDetails (Contributed by projectgheist)
#jira UE-40567
Change 3258457 on 2017/01/16 by Jurre.deBaare
SpeedTree Billboards rendering with Incorrect Material
#fix Ensure that we add a section info entry for the billboard models/lods during SpeedTree importing
#jira UE-39677
Change 3258442 on 2017/01/16 by Alexis.Matte
Skeletalmesh import, make sure we increment the lod index when animation is not imported
#jira UE-40640
Change 3258431 on 2017/01/16 by Jurre.deBaare
Back out changelist 3258392
#fix issue was already resolved
#jira UE-1234
Change 3258392 on 2017/01/16 by Jurre.deBaare
Fix for non-unity CIS
#JIRA UE-1234
Change 3258358 on 2017/01/16 by Matthew.Griffin
Prevent warning from being shown when XMPP module is not built
#jira UE-40616
(I guess LoadModule could be changed to LoadModuleChecked now if they do exist)
Change 3258144 on 2017/01/15 by Marc.Audy
Fix non-unity CIS errors
#jira UE-00000
Change 3258141 on 2017/01/15 by zachary.wilson
Adding testing content for Distance Field Indirect Shadows
#jira UE-29618
Change 3258049 on 2017/01/14 by Nick.Shin
UFE sent incorrect header data on missing file
also, it seems that UFE was written to expect clients to close the connection -- (this should be closed manually -- which will flush the data and then close out the socket -- but, since this is a developer tool... leaving this as-is)
first, 404 was not sending the required double newline after headers
second, since connection are not closed manually (server side) send a dummy payload with content-length data
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3257984 on 2017/01/14 by Aaron.McLeran
Attempting another fix for static analysis warning in CIS
#jira UE-40645
Change 3257904 on 2017/01/14 by Aaron.McLeran
Resolving static analysis warnings reported by CIS
#jira UE-40645
Change 3257883 on 2017/01/14 by Aaron.McLeran
Fixing build warning with CL 3257826
#jira UE-40645
Change 3257826 on 2017/01/13 by Aaron.McLeran
Integrating fixes from Dev-Framework and Odin to Release-415
#jira UE-40645
Change 3257654 on 2017/01/13 by Marc.Audy
Until plugins can drive their own dependencies vehicle and vehicle adv feature packs will not compile automatically and will pop up a message log informing the user of the actions they need to manually take.
#jira UE-40466
Change 3257608 on 2017/01/13 by John.Pollard
PC: Assertion Fail with UPackageMapClient::AddNetFieldExportGroup() viewing replays
#jira OR-34522
Change 3257489 on 2017/01/13 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve CIS warnings.
#jira UE-40628
Change 3257485 on 2017/01/13 by Chris.Babcock
Don't initialize FMinimalDummyForwardLightingResources for unneeded feature levels (below SM4)
#jira UE-40602
#ue4
#android
Change 3257444 on 2017/01/13 by Matt.Barnes
Updating test assets for UEQATC-2967
#jira UE-29618
Change 3257324 on 2017/01/13 by Arciel.Rekman
Linux: Update runtime CEF lib as well (UE-401413).
- Followup to CL 3256081.
#jira UE-40413
(Merging CL 3257241 from Dev-Platform to Release-4.15)
Change 3257140 on 2017/01/13 by Lina.Halper
Fix crash with deleting all poses
#jira: UE-40537
Change 3257066 on 2017/01/13 by Jurre.deBaare
CIS fix for game builds
#jira UE-1234
Change 3257056 on 2017/01/13 by Ben.Zeigler
#jira UE-40318 Fix crash in streamablemanager where callbacks would get called on a deleted manager.
This is being rewritten in 4.16, so do a quick fix for 4.15 to avoid the crash
Change 3256839 on 2017/01/13 by Jurre.deBaare
Added conversion of HLOD transition screen size to new transition screen area values
#fix During serialization patch up the values of transition screen size within the hierarchical lod setups
#misc Updated the default value to a screen size to screen area equivalent
#JIRA UE-40518
Change 3256761 on 2017/01/13 by Mieszko.Zielinski
Fixed EQS debug rendering not clearing previously displayed labels if new request has no labels #UE4
#jira UE-40589
Change 3256177 on 2017/01/12 by Josh.Adams
- Moved the MfMedia plugin outside of XboxOne directory, because it's a Windows plugin as well (that happens to also work on XboxOne - all public APIs)
#jira UE-40391
Change 3256131 on 2017/01/12 by Jamie.Dale
Fixing log spam when trying to load an empty font data
#jira UE-40555
Change 3256081 on 2017/01/12 by Arciel.Rekman
Fixed CEF compatibility problems on Ubuntu 14.04 (UE-40413).
- Also deleted Debug version of it.
- Change by yaakuro.
#jira UE-40413
(Edigrating CL 3256065 from Dev-Platform to Release-4.15)
Change 3256046 on 2017/01/12 by Jon.Nabozny
Use PxConvexFlag::eSHIFT_VERTICES when cooking meshes to fix baked in transforms.
#jira UE-39212
Change 3255939 on 2017/01/12 by mason.seay
Rebuilt lighting
#jira UE-29618
Change 3255912 on 2017/01/12 by Olaf.Piesche
Replicating fix from 3246828 for
#jira UE-39249
Change 3255909 on 2017/01/12 by Rolando.Caloca
UE4.15 - Support for choosing discrete AMD GPU
#jira UE-40546
Change 3255835 on 2017/01/12 by Martin.Wilson
Fix newly added virtual bones not being on screen.
#jira UE-40516
Change 3255774 on 2017/01/12 by Mark.Satterthwaite
Merging 3251926 for Richard.Wallis:
#jira UE-38828
Crash after Enabling Forward Shading on Mac and Creating/Editing Materials.
Using TGlobalResource to avoid constant resource allocation. Prev fix (in CL 3239454) caused a crash in D3D11 with zero sized resource views.
Change 3255771 on 2017/01/12 by Alexis.Matte
Fix a crash when re-importing asset with no material
#jira UE-40510
Change 3255746 on 2017/01/12 by Jon.Nabozny
Change _DEBUG to PX_DEBUG in ConvexHullLib.cpp
#jira UE-0000
Change 3255659 on 2017/01/12 by Jon.Nabozny
Enable Shifting Vertices during Convex Hull cooking to prevent precision issues.
(Copied CL-3249100 from Dev-Phyics-Upgrade to support new flag)
#jira UE-39212
Change 3255617 on 2017/01/12 by Ori.Cohen
Fix crash when computing mass for an async object. Using passed in rigid body instead of assuming SyncRigidActor
#JIRA UE-40458
Change 3255536 on 2017/01/12 by Jamie.Dale
Fixed crash when using an object picker against the 'Object' type
This also optimizes some filter code to avoid filtering when it would be pointless (and just slows things down).
#jira UE-40408
Change 3255451 on 2017/01/12 by Chris.Wood
Fixed read only text color in SCommentBubble
[UE-40384] - Reference Viewer comment text is difficult to read
Also changed DetermineForegroundColor() method in EditableTextBox classes to fallback on ForegroundColorOverride if it is set and ReadOnlyForegroundColorOverride isn't set.
#jira UE-40384
Change 3255448 on 2017/01/12 by Chris.Wood
Removed blinking cursor/caret on read only editable text layouts.
[UE-40502] - Flashing cursor/caret showing in read-only editable text layouts
#jira UE-40502
Change 3255445 on 2017/01/12 by Marc.Audy
Create the dynamic level streaming persistent object correctly outered to the World rather than the transient package to avoid GetWorld() crashing
#jira UE-00000
Change 3255441 on 2017/01/12 by Jon.Nabozny
Regenerate collision for the basic Cube mesh to fix resting issues and invalid verts.
#jira UE-40478
Change 3255407 on 2017/01/12 by Yannick.Lange
VREditor: - Fix: Assertion Failed crash after pressing F8 in PIE while Foliage Mode was selected
- Fix: Assertion Failed crash after pressing F8 in PIE while Paint Mode was selected
- Added extra checks for other possible future cases
#jira UE-39786 UE-39789
Change 3255393 on 2017/01/12 by Chris.Bunner
Duplicating CL 3255244: Removed test variable from MaterialExpressionVectorParameter.
#jira UE-40517
Change 3255375 on 2017/01/12 by Steve.Robb
CIS fix.
#jira UE-39556
Change 3255334 on 2017/01/12 by samuel.proctor
Corrected QA Container asset to remove pin warning.
#jira UE-29618
Change 3255319 on 2017/01/12 by james.cobbett
Fixing motion blur issue with test content for Pose Snapshots.
#jira UE-29618
Change 3255247 on 2017/01/12 by Nick.Darnell
Slate - Slate's Tab Manager is now a bit smarter about allowing Focus/BringToFront attention grabbing methods. In order to make the UI less jumpy it was restricted to only allowing alerts and bring to front to be triggered if you were on the window, or child window of the active application window.
That can negatively impact cases where a user takes an action (clicks a link ro button saying open/goto this tab), that is on another window. To work around this limitation, the Tab Manager will also permit the action if Slate is currently processing user input, implying that the action being taken is in direct response to the user pressing a button and interacting with the UI.
#jira UE-40313
Change 3255236 on 2017/01/12 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
- Mirrored from //UE4/Dev-Blueprints (CL# 3254024,3254391)
#jira UE-40131
Change 3255216 on 2017/01/12 by Rolando.Caloca
UE4.15 - Fix compile issue on Vulkan 1.0.37.0 or newer
#jira UE-40506
Change 3255206 on 2017/01/12 by Steve.Robb
Use outer walking IsA() implementation in editor to get around reinstancing and hot reload issues.
#fyi mike.beach
#jira UE-39556
Change 3255195 on 2017/01/12 by mason.seay
Adjusted slope to fix platform discrepancy
#jira UE-29618
Change 3255086 on 2017/01/12 by Jack.Porter
Fix XboxOneShaderCompiler.cpp non-unity compilation
#jira None
Change 3255085 on 2017/01/12 by Jack.Porter
Missing HTML5 changes from CL 3254907
#jira UE-39111
Change 3255031 on 2017/01/12 by Jack.Porter
More iOS GoogleVR changes missing from CL 3254907
#jira UE-39111
Change 3254991 on 2017/01/12 by Jack.Porter
Missing file from CL 3254907
#jira UE-39111
Change 3254907 on 2017/01/11 by Jack.Porter
Android MSAA changes - use r.MobileMSAA cvar, support more than 2x, fix issues where targets other than scene color were created with MSAA
#jira UE-39111
#jira UE-35849
#jira UEMOB-35
Change 3254810 on 2017/01/11 by Arciel.Rekman
Linux: fix for crash on exit (UE-40488).
#jira UE-40488
Change 3254617 on 2017/01/11 by Peter.Sauerbrei
remake the fix for missing PhysXVehicle library in binary for IOS and TVOS
#jira UE-39349
Change 3254489 on 2017/01/11 by mason.seay
Other minor improvements to the map
#jira UE-29618
Change 3254477 on 2017/01/11 by mason.seay
Map tweaks to prevent the vehicle from getting stuck
#jira UE-29618
Change 3254431 on 2017/01/11 by Mitchell.Wilson
Rebuilt lighting on all StarterContent levels.
#jira UE-40468
Change 3254333 on 2017/01/11 by mason.seay
Adjusted lightmap on mesh to remove odd rendering splotches
#jira UE-29618
Change 3254131 on 2017/01/11 by Rolando.Caloca
UE4.15 - Missing dumped shaders
#jira UE-40465
Change 3254126 on 2017/01/11 by Jeff.Fisher
UE-40422 Vive Motion Controllers unable to Play Haptic Effect
-Removed an unnecessary remapping of controllerindex to deviceid, they are the same now.
#jira UE-40422
#review-3254084
Change 3254046 on 2017/01/11 by Mark.Satterthwaite
Merging 3233811:
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
#jira UE-39935
Change 3254021 on 2017/01/11 by james.cobbett
Test content for Pose Snapshot testing
#jira UE-29618
Change 3253993 on 2017/01/11 by Alexis.Matte
Fix the morph target import
#jira UE-40424
Change 3253948 on 2017/01/11 by mason.seay
Fixed Level BP logic that was causing Access None error
#jira UE-29618
Change 3253884 on 2017/01/11 by mason.seay
Updated mesh colors on map. Disabled motion blur
#jira UE-29618
Change 3253862 on 2017/01/11 by mason.seay
Disabled Always Show Mobile Input (turned on by accident)
#jira UE-29618
Change 3253859 on 2017/01/11 by Mark.Satterthwaite
Merging 3252866:
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3253854 on 2017/01/11 by Mark.Satterthwaite
Merging 3252859:
Fix the calculation of Metal tessellation struct alignment and size to use largest member size, so that we don't assert in debug or cause out-of-bounds access in development/shipping.
#jira UE-40410
Change 3253853 on 2017/01/11 by Mark.Satterthwaite
Merging 3237394:
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3253852 on 2017/01/11 by Mark.Satterthwaite
Merging 3236850:
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3253834 on 2017/01/11 by mason.seay
Updated mobile input textures to be power of two
#jira UE-29618
Change 3253807 on 2017/01/11 by Mark.Satterthwaite
Merging 3232641 & 3236788 & 3233854 & 3249742 from Dev-Rendering:
3232641:
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
3236788:
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
3233854:
More information about texture type validation errors in Metal.
3249742:
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
#jira UE-40200
Change 3253636 on 2017/01/11 by Chris.Wood
Improved tracking of runtime and debugger attachment for analytics purposes.
[UE-39780] - Change IsDebugger to WasDebuggerPresent in all crash/AS analytics
[UE-39777] - Update MTBF IsDebugger state for every heartbeat
[UE-39778] - UnrealWatchdog to send WasDebuggerPresent state for app if set
[UE-39779] - UnrealWatchdog to send total run time of process
Debugger state was previously read once at startup or once at the time of an event. Debugger is now checked during the heartbeat and doesn't reset flag when detached so we know if a session was ever debugged. Also reporting total run time in UnrealWatchdog. Watchdog still doesn't run when debugging but and will never show popups to a debugger user even when forced on with -forcewatchdog.
#jira UE-39780, UE-39777, UE-39778, UE-39779
Change 3253281 on 2017/01/10 by Dan.Oconnor
Typo fix caused parameter in local struct definition to shadow the local
#jira UE-40027
Change 3253231 on 2017/01/10 by Dan.Oconnor
Mirror of 3253220
These pins should infer together
#jira UE-40427
Change 3253125 on 2017/01/10 by Uriel.Doyon
Brought back CL 3242117 and 3238685, which got lost on the way:
- Fix for possiblel check fail when changin mobility of actors.
- Fix for possible check fail when processing streaming data.
#jira UE-39996
Change 3252936 on 2017/01/10 by Marc.Audy
CopyPropertiesForUnrelatedObjects needs to consider path not just name of subobjects when matching them up to copy properties and update references
Ensure that a reinstanced child actor component ends up pointing at the correct child actor template
#jira UE-40027
Change 3252886 on 2017/01/10 by Lina.Halper
Fix for invalid AnimCurves when curve is added while running
#jira: UE-39826
Change 3252753 on 2017/01/10 by Frank.Fella
Sequencer - Change track rows to use separate track nodes in the display node tree, fixes key edit issues on animation and audio tracks.
#jira UE-39836
Change 3252640 on 2017/01/10 by Lukasz.Furman
fixed NavCollision losing user settings after any property change
copy of 3252628
#jira UE-40388
Change 3252614 on 2017/01/10 by Daniel.Wright
UStaticMeshComponent::InvalidateLightingCacheDetailed uses MarkRenderStateDirty. Massively speeds up duplication of HISMC with many instances (10+ minutes -> seconds), as InvalidateLightingCacheDetailed gets called for every instance.
#jira UE-40406
Change 3252609 on 2017/01/10 by mason.seay
Updated map with text actors for more visual clarity
#jira UE-29618
Change 3252477 on 2017/01/10 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
#jira UE-39852
Change 3252451 on 2017/01/10 by Daniel.Wright
Garbage collection calls UWorld>SendAllEndOfFrameUpdates() on all loaded worlds first so that deferred recreate render states happen before any UObjects are deleted
* Fixes rendering thread crashes in the order of events of 1) SetMaterial 2) GC 3) Rendering command that dereferences the UMaterial
#jira UE-30089
Change 3252418 on 2017/01/10 by Ben.Zeigler
#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
Change 3252410 on 2017/01/10 by Max.Chen
Sequencer : Filter sections on select in range
Copy from Dev-Sequencer
#jira UE-37854
Change 3252385 on 2017/01/10 by Max.Chen
Sequencer: Update auto tangents when setting key time. This fixes a bug where dragging keys with auto tangents doesn't recompute tangents properly.
#jira UE-39923
Change 3252360 on 2017/01/10 by Allan.Bentham
Remove incorrect assert for iOS.
#jira UE-40385
Change 3252297 on 2017/01/10 by mason.seay
Test assets for suspending cloth simulation
#jira UE-29618
Change 3252125 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
#jira UE-40099
Change 3251987 on 2017/01/10 by Allan.Bentham
Fix HQ DoF
#jira UE-35548
Change 3251856 on 2017/01/10 by Jack.Porter
Fixed Get Instances Overlapping Box blueprint function due to issue with FBox constructor.
Added MakeBox and MakeBox2D kismet native functions
Fixed box overlap test ignoring instance scale
#jira UE-34409
Change 3251519 on 2017/01/09 by Daniel.Wright
[Copy] Fixed GLandscapeLayerUsageMaterial getting GC'ed
#jira UE-40055
Change 3251146 on 2017/01/09 by Lina.Halper
Fix on stable track data carrying over to pose asset
- decided to clean up track data in anim sequence since we don't really need that data anymore
#jira: UE-40351
#code review: Martin.Wilson
Change 3251056 on 2017/01/09 by Lina.Halper
fixed crash when pose node contains stale data when updating source.
#jira: UE-40258
#code review; Thomas.Sarkanen
Change 3251035 on 2017/01/09 by Mitchell.Wilson
Removed preview mesh in M_GodRay to resolve CIS warning.
Relinked textures used in two materials to resolve CIS warnings.
#jira UE-40350
Change 3250959 on 2017/01/09 by Mitchell.Wilson
Updating master sequence playback end time so the final audio track can be heard.
Updating multiple shots to resolve issues with audio not playing back properly.
#jira UE-40321 UE-40335
Change 3250896 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed level visibility not working in PIE
#jira UE-40082
Change 3250895 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed evaluation of overlapping audio and skeletal aninmation sections
- Audio and skeletal animation sections now continue to support legacy evaluation order. Overlapping sections of the same priority on the same row will be filtered out such that only the section with the latest start time will be evaluated.
#jira UE-40320
Change 3250830 on 2017/01/09 by Ben.Woodhouse
Duplicated from //ue4/Release-4.14
CL 3238182
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
#jira UE-38818
Change 3250790 on 2017/01/09 by Lauren.Ridge
Fixing backspace on VR Editor numberpad menu.
#jira UE-39770
Change 3250681 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3249296:
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3250680 on 2017/01/09 by Ben.Woodhouse
Duplicated from dev-rendering@3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
#jira UE-39949
Change 3250609 on 2017/01/09 by Steve.Robb
Maximum number of stats-using threads increased to 512.
#jira UE-38153
Change 3250604 on 2017/01/09 by Andrew.Rodham
Sequencer: Fixed incorrect seed being used when generating new animation type IDs for object properties
#jira UE-40327
Change 3250589 on 2017/01/09 by Matthew.Griffin
Changed publish symbols node to use runtime dependencies instead of manually including the whole PhysX folder
Avoids unused configs and VS2013 files
#jira UE-39171
Change 3250578 on 2017/01/09 by Matthew.Griffin
Removed art tools from released build now that they are available separately on the Marketplace
Change 3250282 on 2017/01/07 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Reported by UT team.
Replication of a fix from Dev-Framework that didn't make it to 4.15 stream
#jira UE-40324
Change 3250276 on 2017/01/07 by Mieszko.Zielinski
Fixed not being able to add elements to UAIPerceptionStimuliSourceComponent.RegisterAsSourceForSenses for instances manually placed on the map #UE4
#jira UE-31711
Change 3250219 on 2017/01/07 by Mieszko.Zielinski
Extended comment to AISenseConfig_Sight::PeripheralVisionAngleDegrees to make it clear how it works #UE4
#jira UE-31731
Change 3250147 on 2017/01/07 by Andrew.Rodham
Added missing includes
#jira UE-40019
Change 3250096 on 2017/01/06 by Nick.Shin
refetch on timed out GET/POST requests
correction to: UE_MakeHTTPDataRequest
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3249963 on 2017/01/06 by Mieszko.Zielinski
removed unused and undefined BlackboardKeyUtils::CalculateComparisonResult #UE4
#jira UE-40099
Change 3249829 on 2017/01/06 by Alexis.Matte
turn on the material name clash feature for the content browser importer.
#jira UE-40298
Change 3249791 on 2017/01/06 by andrew.porter
QAGame: Added level blueprint logic to QA-Sequencer that lets tester override sequence bindings
#jira UE-29618
Change 3249755 on 2017/01/06 by Jamie.Dale
Some fixes for object reference detection and notification when deleting assets
#jira UE-40121
Change 3249727 on 2017/01/06 by James.Golding
#jira UE-40242
Change 3249707 on 2017/01/06 by Mitchell.Wilson
Removing preview mesh with incorrect path from materials to resolve warnings in CIS.
#jira UE-40311
Change 3249543 on 2017/01/06 by Michael.Dupuis
#jira UE-40299: validate if UISettings is valid
Change 3249506 on 2017/01/06 by Alexis.Matte
Make sure we use the correct LodIndex when importing a new LOD in case a previous LOD import fail.
#jira UE-40240
Change 3249477 on 2017/01/06 by Ori.Cohen
Fix incorrect warning when moving kinematic objects during simulation.
#JIRA UE-40290
Change 3249472 on 2017/01/06 by Andrew.Rodham
Sequencer: Undo now works as expected when editing the properties of a key
#jira UE-40019
Change 3249390 on 2017/01/06 by Mitchell.Wilson
Removing preview meshes with improper path from materials to resolve CIS warnings in landscape mountains sample.
#jira UE-40300
Change 3249317 on 2017/01/06 by Alexis.Matte
Fix a crash when loading skeletalmesh with no section
#jira UE-40249
Change 3249294 on 2017/01/06 by Mitchell.Wilson
Updated defaultengine.ini for Match 3 to resolve warnings in CIS. ServerDefaultMap and TransitionMap had invalid paths.
#jira UE-40295
Change 3249213 on 2017/01/06 by Chris.Bunner
Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
#jira OR-33525, OR-33536, OR-33540, OR-33520
Change 3249135 on 2017/01/06 by Martin.Wilson
Fix root motion issues on additive animations.
- Fix scale issue on resetting root bone
- Fix loss of root motion when animation is additive.
#jira UE-40232
Change 3248522 on 2017/01/05 by Alexis.Matte
Fix a crash when reimporting morph target. Also fix a crash when initiating ColorVertexBuffer with NULL value
#jira UE-40201
Change 3248271 on 2017/01/05 by Andrew.Rodham
Sequencer: Only reset persistent evaluation data when the sequence has changed
- This ensures that we don't destroy persistent data that is assumed to still exist (i.e. it was created in ::Setup) from the same sequence
#jira UE-40234
Change 3248092 on 2017/01/05 by Ben.Marsh
UBT: Remove the [Obsolete] attribute from methods in TargetRules; the [ObsoleteOverride] attribute gives a much better (and more concise) warning with specific instructions on how to resolve it.
Change 3248091 on 2017/01/05 by Marcus.Wassmer
Tick renderthreadtickables in -onethread to avoid leaks.
#jira UE-40248
Change 3248063 on 2017/01/05 by Marc.Audy
Route FAudioDevice::StopAllSounds to the audio thread if called on the game thread
#jira UE-40243
Change 3247995 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
manually merged cl#3247985 from Dev-Blueprints
#jira UE-40035
Change 3247873 on 2017/01/05 by Chad.Garyet
Adding "Generate QA Labels" buildgraph node and automation script.
Port of createNewLabel and createMinimumLabel python scripts into UAT
#jira UEB-725
Change 3247855 on 2017/01/05 by Nick.Shin
refetch on timed out GET/POST requests
#jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"
Change 3247737 on 2017/01/05 by Marc.Audy
static mesh component instance data now correclty inherits from pritive component instance data instead of skipping it and inheriting directly from scene component instance data
#jira UE-40053
Change 3247723 on 2017/01/05 by mason.seay
Asset for suspend cloth bug
#jira UE-29618
Change 3247708 on 2017/01/05 by Mitchell.Wilson
Updating project settings to disable dbuffer decals to resolve rendering issues in Showdown while using -game -vr
#jira UE-40195
Change 3247652 on 2017/01/05 by Martin.Wilson
Fixes for animation notifies window
-Fix notify not being removed from skeleton
-Fix crash where editor is not refreshed after notify removal
#jira UE-40154
Change 3247638 on 2017/01/05 by mason.seay
Test assets for cloth suspension
#jira UE-29618
Change 3247630 on 2017/01/05 by Alexis.Matte
Prevent crash when the import fail and we have no staticmesh created
#jira UE-40024
Change 3247556 on 2017/01/05 by Ben.Marsh
Fix non-unity compile error.
Change 3247547 on 2017/01/05 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3247539 on 2017/01/05 by Benn.Gallagher
Fixed serialization crash for simplified skeletal meshes leading to corrupted assets that crash on load after skin weight buffer changes.
#jira UE-40199
Change 3247515 on 2017/01/05 by Allan.Bentham
Fix inverted planar reflections when mobileLDR
Fixed incorrect gamma 2 planar reflection rendering when mobileLDR
#jira UE-32868
Change 3247502 on 2017/01/05 by Dmitriy.Dyomin
Fixed: Single digit frame rate when sculpting landscape foliage.
#jira UE-39532
Change 3247232 on 2017/01/04 by Ben.Marsh
Remove private include from public header. Prevents compiling samples from installed build of the engine without private headers.
#jira UE-40135, UE-40137, UE-40139, UE-40140, UE-40141, UE-40142, UE-40143, UE-40144
Change 3247002 on 2017/01/04 by Chris.Babcock
Changed Vulkan hitchy pipeline log message verbosity
#jira UE-38354
#ue4
#android
#dontbackcopy
Change 3246927 on 2017/01/04 by matt.barnes
Updating QAGame content to facilitate UEQATC-2969
#jira UE-29618
Change 3246894 on 2017/01/04 by Mike.Beach
Mirroring CL 3245322 from Dev-BP
Fixed a crash when implementing a native interface in a BP
#jira UE-40155, UE-40203
Change 3246830 on 2017/01/04 by Chris.Bunner
Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
#jira UE-39756
Change 3246816 on 2017/01/04 by Jon.Nabozny
Fix Anim Notifies Tab not opening in Animation Editor.
#JIRA UE-40134
Change 3246804 on 2017/01/04 by Ori.Cohen
Touch engine file to trigger re-link.
#JIRA UE-40156
Change 3246709 on 2017/01/04 by mason.seay
Updated map
#jira UE-29618
Change 3246606 on 2017/01/04 by Ori.Cohen
Fix for sweeps taking too long time (OR-32839).
- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
- NVidia is aware and will investigate a better solution.
#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.
#JIRA UE-40156
Change 3246571 on 2017/01/04 by Marc.Audy
Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
#jira UE-39994
Change 3246527 on 2017/01/04 by tim.gautier
QAGame: BP_MediaPlayer now displays the name of the MediaPlayer plugin currently in use during playback
#jira UE-29618
Change 3246480 on 2017/01/04 by mason.seay
Map update
#jira UE-29618
Change 3246470 on 2017/01/04 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans. This showed up as issues in various projects
#JIRA UE-00000
Change 3246413 on 2017/01/04 by Jon.Nabozny
Cube asset did not have Tri Meshes. Reimported to fix the issue.
-- Copied from 3233164 --
#jira UE-39657
Change 3246388 on 2017/01/04 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
-- Copied from 3239735 (bot health fixed by a different CL) --
#jira UE-39387
Change 3246352 on 2017/01/04 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
-- Copied from 3239765 --
#JIRA UE-39726
Change 3246341 on 2017/01/04 by Ori.Cohen
Allow vehicles to inherit from PawnMovementComponent and only use the pawn/ai capabilities when a Pawn owner is used.
#JIRA UE-39508
Change 3246178 on 2017/01/04 by Andrew.Rodham
Sequencer: When playback stops naturally, the play position is set to the boundary that caused playback to stop (the end if playing forwards, the start if playing backwards)
- This is to reconcile the movie scene sequence player with previous behaviour
#jira UE-40076
Change 3246102 on 2017/01/04 by Benn.Gallagher
Fixed single threaded physics dispatcher triggering checks from clothing when running with a CPU with two or fewer cores.
#jira UE-39811
Change 3246100 on 2017/01/04 by Benn.Gallagher
Fixed ensure triggered when using root motion with sub instances
Fixed crash reinstancing an active anim class that had subinstances
#jira UE-39582
#jira UE-39579
Change 3246092 on 2017/01/04 by Marc.Audy
PR #3082: Improve comment for UInputComponent (Contributed by Soleone)
#jira UE-40098
Change 3246084 on 2017/01/04 by Matthew.Griffin
Remove bad files
Change 3246076 on 2017/01/04 by Matt.Kuhlenschmidt
Fixed all non-editable text properties having a double disabled effect. The text box is read only which prevents edting but still allows copying text from it. This feature had regressed and the disabled effect on top of the read only effect made it too difficult to see the text.
#jira UE-39652
Change 3246043 on 2017/01/04 by Steve.Robb
Use of CastChecked instead of Cast in implementations of IStructSerializerBackend::WriteProperty. This is both more efficient and will hopefully make it easier to diagnose the issue.
#jira UE-39872
Change 3246032 on 2017/01/04 by Martin.Wilson
Change FindBoneIndex to FindRawBoneIndex (final bone maps are not built until after all adding is done so they will not be found)
#jira UE-40105
Change 3246016 on 2017/01/04 by Andrew.Rodham
Editor: Insert/Duplicate/Delete menu on array properties now only closes itself on click, rather than all menus
- This allows us to edit such properties on context menus
#jira UE-39998
Change 3246005 on 2017/01/04 by Thomas.Sarkanen
Fixed asset attachment issues in Skeleton Tree
Assets were being attached uniquely, so only one asset could be attached to a bone/socket. However the calling code didnt know that the unique attachment function just gave up, so the item just got added to the bottom of the tree.
The attachment filter was not set correctly to allow for bone attatchments, so only sockets could be attached to.
The attach parent name was not initialized, so assets could not be deleted one at a time.
#jira UE-40040 - With multiple Preview assets on one bone, only one appears in Skeleton Tree
#jira UE-40041 - Preview assets appear at the bottom of the skeleton tree
Change 3246002 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed actor tick prerequisites not getting set up correctly for master sequences
#jira UE-39975
Change 3245979 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed scrubbing audio tracks not working propertly
#jira UE-40048
Change 3245978 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed dropping a level onto a level visibility section not marking the track as changed, and not correctly creating a transaction
#jira UE-39998
Change 3245977 on 2017/01/04 by Andrew.Rodham
Sequencer: Fixed crash caused by lingering persistent evaluation data
#jira UE-40064
Change 3245971 on 2017/01/04 by Dmitriy.Dyomin
Fixed: Using Set World Origin Location will cause the player pawn to stutter
#jira UE-40022
Change 3245725 on 2017/01/03 by Matt.Barnes
Further improvments on test assets for UEQATC-2963
#jira UE-29618
Change 3245658 on 2017/01/03 by Arciel.Rekman
Linux: fix ARM32 build (UE-39913).
#jira UE-39913
(Redoing CL 3240982 from Dev-Platform in Release-4.15)
Change 3245577 on 2017/01/03 by Mason.Seay
More vehicle updates
#jira UE-29618
Change 3245556 on 2017/01/03 by Matt.Barnes
Updating test content for UEQATC-2963
#jira UEQATC-2963
Change 3245461 on 2017/01/03 by mason.seay
Updating Inertia Tensor Scale to improve Vehicle Handling
#jira UE-40013
Change 3245442 on 2017/01/03 by Jeff.Fisher
UEVR-495 Assert when switching to 2d mode. sceHmdReprojectionStart failing.
-There was a race condition between switching output modes on the render thread and sceHmdReprojectionStart on the RHI thread. The flush fixes that. The reprojection would simply have failed that frame previously in shipping which would not matter much as we are switching output modes anyway.
#jira UEVR-495
#review-3245374
Change 3245427 on 2017/01/03 by Jeff.Fisher
UEVR-456 check if we are using camera before doing camera disconnected dialog on PSVR
-If the tracker is active, but we are tracking nothing (ie we have the morpheus hmd tracking plugin, and started up with it, but switched to 2d mode) don't pop up the camera setup warning until we start trying to track something again.
-This is useful for apps that have 2d and vr modes.
#jira UEVR-456
#review-3245372
Change 3245329 on 2017/01/03 by mason.seay
Level and vehicle tweaks
#jira UE-29618
Change 3245275 on 2017/01/03 by Chris.Babcock
Added EngineVersion to AndroidManfiest.xml metadata
#jira UE-40123
#ue4
#android
Change 3245235 on 2017/01/03 by Guillaume.Abadie
Cherry picks CL 3234813 from Dev-Rendering: Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3245183 on 2017/01/03 by Chris.Babcock
Added missing #undef LOCTEXT_NAMESPACE to some files (contributed by projectgheist)
#jira UE-40103
#PR #3085
#ue4
#android
Change 3245120 on 2017/01/03 by mason.seay
Missed some assets
#jira UE-29618
Change 3245116 on 2017/01/03 by mason.seay
Mass fucntional test
#jira UE-29618
Change 3245049 on 2017/01/03 by Ben.Marsh
PR #3086: Fixed ScriptGeneratorPlugin #includes (Contributed by projectgheist)
Change 3244924 on 2017/01/03 by Ben.Zeigler
#jira UE-40057 Fix regression in public access for SwapPlayerControllers, from GitHub #3072
Change 3244831 on 2017/01/03 by Mitchell.Wilson
Fixed hole in collision around level.
#jira UE-39576
Change 3244817 on 2017/01/03 by Matthew.Griffin
Change check for files being under engine directory to avoid problems with relative paths
#jira UE-40096
Change 3244801 on 2017/01/03 by Andrew.Rodham
Editor: Fixed color picker not working when opened from a details panel on a context menu
- When a color picker is opened from a details panel that's on a context menu, it now opens as a sub menu
- Added the ability to find an open menu from a widget path to FSlateApplication
#jira UE-39932
Change 3244776 on 2017/01/03 by Matt.Kuhlenschmidt
Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS. This is an invalid state on linux and using some vr devices.
#jira UE-7388
Change 3244672 on 2017/01/03 by Ben.Marsh
Search all directories containing universal CRT installations from the registry, rather than assuming that the first one found will contain the universal CRT version we want to use. Attempt to fix issues described in PR #3059.
Change 3244668 on 2017/01/03 by Thomas.Sarkanen
Added "Reimport Animation" and "Export to FBX" to the animation editor toolbar
Options were in the asset menu before.
#jira UE-39643 - Missing "Reimport" option for animation assets
Change 3244667 on 2017/01/03 by Thomas.Sarkanen
Reduced default URO distances in-line with new LOD calculations
New values should give (roughly) the same effect as the older values with the older system.
#jira UE-39939 - URO LOD distance factors different with the new screen size metric
Change 3244654 on 2017/01/03 by Matthew.Griffin
Added functionality to specify Loading Phase for plugin templates
Changed Blueprint Library Template so that it loads pre loading screen and can be linked correctly in blueprints that use it
#jira UE-38826
Change 3244631 on 2017/01/03 by Dmitriy.Dyomin
Fixed: TM_Landscape_LOD Folder does not Live Update contents after generating LODs with Create Per Package Asset
#jira UE-37368
Change 3244548 on 2017/01/02 by Jack.Porter
Fix for Post-process Materials rendering incorrectly in editor mobile preview after viewport is resized
#jira UE-39905
Change 3244389 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
Mirrored from //UE4/Dev-Blueprints (CL# 3244388).
#jira UE-39816
Change 3244248 on 2016/12/29 by laz.matech
Saved the new sublevel in the persistent level and set it to hidden by default
#jira UE-29618
Change 3244213 on 2016/12/29 by laz.matech
Added a sublevel to QA-Sequencer map
#jira UE-29618
Change 3243857 on 2016/12/27 by samuel.proctor
Altered Container asset to have proper console input
#jira UE-29618
Change 3243852 on 2016/12/27 by Mason.Seay
Forgot config file
#jira UE-29618
Change 3243847 on 2016/12/27 by mason.seay
Improved mobile input
#jira UE-29618
Change 3243536 on 2016/12/24 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
Mirrored from //UE4/Dev-Blueprints (CL# 3243210).
#jira UE-39944
Change 3243535 on 2016/12/24 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
Mirrored from //UE4/Dev-Blueprints (CL# 3243207).
#jira UE-39816
Change 3243534 on 2016/12/24 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
Mirrored from //UE4/Dev-Blueprints (CL# 3239965).
#jira UE-39733
Change 3243532 on 2016/12/24 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
Mirrored from //UE4/Dev-Blueprints (CL# 3239778).
#jira UE-39854
Change 3243529 on 2016/12/24 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
Mirrored from //UE4/Dev-Blueprints (CL# 3239289).
#jira UE-38999
Change 3243442 on 2016/12/23 by mason.seay
QAGame cleanup - Replacing copy pose from mesh test assets
#jira UE-29618
Change 3243215 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Switching to ES2 feature level preview renders black in editor
#jira UE-40009
Change 3243185 on 2016/12/22 by Ryan.Vance
#jira UEVR-478
Integrating 3235308 Mono changes from DevVR.
Change 3243183 on 2016/12/22 by Ryan.Vance
#jira UEVR-455
Integrating 3243173 post present call back implementation from 4.14.1
Change 3243182 on 2016/12/22 by Ryan.Vance
#jira UE-39269
Working around a nullptr deref in the Oculus runtime.
Change 3243153 on 2016/12/22 by mason.seay
WIP map update
#jira UE-29618
Change 3243128 on 2016/12/22 by andrew.porter
QAGame: Adding Actor Sequence test content for a crash.
#jira UE-29618
Change 3243117 on 2016/12/22 by Jeff.Fisher
UE-34004 GitHub 2659 : Implement support for OpenVR controller roles.
-Rather than assigning unreal hands to controllers in the order the controllers are connected assign unreal hands to match the ones the API is using.
-We now defer setting up controllers that are disconnected. This lets connected controllers, that may have hand preference from steam, occupy their desired hands first. If a controller is connected later and does not have a role it is assigned to an unoccupied hand or to the right hand.
-This can still end up ignoring role in the following circumstance (and I can get it to do this): get one controller to prefer'right' and the other to have no preference. Power off the 'right' prefering controller. Start the game with only the no-preference controller on. The game will put that controller in the right slot, because the api gives it no other hints. Then power on the controller that preferred 'right'. That controller will now be assigned left, because right is occupied. I don't see a way around that without the ability to switch which hand a controller is associated with at runtime.
-This does not yet handle starting with 2 controllers, disconnecting one, then connecting a third controller well. That did not work before either. A new Jira was created for that.
#2659
#jira UE-34004
#review-3231154
Change 3243093 on 2016/12/22 by mason.seay
Some tweaks to vehicle levels
#jira UE-29618
Change 3243084 on 2016/12/22 by andrew.porter
QAGame: Cleaned up Sequencer_OverrideBindings
#jira UE-29618
Change 3243009 on 2016/12/22 by andrew.porter
QAGame: Renaming actor in Sequencer_OverrideBindings.
#jira UE-29618
Change 3243003 on 2016/12/22 by andrew.porter
QAGame: Removing override bindings from level sequence
#jira UE-29618
Change 3242996 on 2016/12/22 by andrew.porter
QAGame: Slight tweak to QA-Sequencer.
#jira UE-29618
Change 3242982 on 2016/12/22 by Marc.Audy
Properly reenable stats sounds in both game and level editor
#jira UE-40015
Change 3242959 on 2016/12/22 by mason.seay
Test map for vehicles and moving meshes
#jira UE-29618
Change 3242934 on 2016/12/22 by andrew.porter
QAGame: Adding test content to QA-Sequencer for Override Bindings
#jira UE-29618
Change 3242870 on 2016/12/22 by Mason.Seay
QAGame footprint reduction: Clearing out content (were in for old bug reports)
#jira UE-29618
Change 3242799 on 2016/12/22 by tim.gautier
QAGame - Adding the following assets for Sequencer Event Track testing:
-TM-Sequencer_EventTrack + BuildData
-QA_LightStruct
-Sequencer_EventTrack
#jira UE-29618
Change 3242792 on 2016/12/22 by samuel.proctor
Correcting Container test asset for proper output
#jira UE-29618
Change 3242727 on 2016/12/22 by Dmitriy.Dyomin
Fixed: LoadLevelIntstance returns a reference that can't be used to send an interface message
#jira UE-40005
Change 3242666 on 2016/12/22 by Dmitriy.Dyomin
Fixed: Packaging Android app for Mali Graphics Debugger v4.3.0 fails
#jira UE-39534
Change 3242373 on 2016/12/21 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed.
#JIRA UE-39566
Change 3242323 on 2016/12/21 by Josh.Adams
- Somehow my last change just got completely lost in the edigrate shuffle. Or something. I have no idea! Rdoing it
#jira UE-39966
Change 3242286 on 2016/12/21 by mason.seay
Vehicle Assets and Maps
#jira UE-29618
Change 3242284 on 2016/12/21 by Marc.Audy
Fix "stat sounds" not working after PIE completes and a new one is begun
#jira UE-32743
#jira UE-39511
Change 3242281 on 2016/12/21 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3242229 on 2016/12/21 by Ben.Marsh
Fixup workspace for building PhysX.
Change 3242227 on 2016/12/21 by Marc.Audy
Properly update listener position for stat sounds
#jira UE-38850
Change 3242218 on 2016/12/21 by Ori.Cohen
Fix physx html5 compilation APEX issue.
#JIRA UE-39566
Change 3242174 on 2016/12/21 by Ori.Cohen
Fix incorrect moment of inertia for convex elements with translation.
#JIRA UE-39566
Change 3242145 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix for vehicle stability
#JIRA UE-38710
Change 3242139 on 2016/12/21 by Ori.Cohen
Port 4.14 hotfix:
Fix crash when setting collision trace in construction script.
#JIRA UE-39341
Change 3242088 on 2016/12/21 by Alexis.Matte
Fix the drag and drop material on level instance to drop on the correct material slot
Fix the serialization of the staticmesh property FMeshSectionInfoMap
#jira UE-39952
Change 3242081 on 2016/12/21 by Andrew.Rodham
Sequencer: Make details view focused when resetting inner struct contents to ensure that focus path is valid.
#jira UE-39851
Change 3242079 on 2016/12/21 by Andrew.Rodham
Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
- This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
- This commit also ensures we don't fully rebuild templates in the editor when in Sequencer
#jira UE-39882
Change 3242078 on 2016/12/21 by Andrew.Rodham
Sequencer: Fixed crash when deactivating a section in sequencer
#jira UE-39880
Change 3242026 on 2016/12/21 by Josh.Adams
- Fixed compile errors in tools after NVNRHI move
#jira UE-39966
Change 3241994 on 2016/12/21 by andrew.porter
QAGame: Disabled auto play on Sequencer_AnimNotify.
#jira UE-29618
Change 3241989 on 2016/12/21 by Mitchell.Wilson
Resolving CIS warnings in Content examples.
Fixed up redirectors. Moved a texture from developer folder into project and relinked in POM_Debug material. Fixed up BP Commentary Box which was failing to compile. Updated spawn rate on Pulse Ring so it works as intended.
#jira UE-39984
Change 3241986 on 2016/12/21 by mason.seay
Vehicle Landscape Test map (mainly for crash investigation)
#jira UE-29618
Change 3241914 on 2016/12/21 by Josh.Adams
- Removed invalid and confusing .ini settings
#jira UE-39982
Change 3241902 on 2016/12/21 by Josh.Adams
- Moved NVNRHI stuff out of RHI.Build.cs
#jira UE-39966
Change 3241889 on 2016/12/21 by andrew.porter
QAGame: Added new level sequence to QA-Sequencer level
#jira UE-29618
Change 3241884 on 2016/12/21 by Alexis.Matte
Make sure the color grading cursor follow the mouse by using the exponent value when painting the cursor.
#jira UE-39834
Change 3241869 on 2016/12/21 by andrew.porter
QAGame: Adding test content for Sequencer Animation Notifies
#jira UE-29618
Change 3241809 on 2016/12/21 by Chris.Wood
Fix non-unity build errors in UnrealWatchdog.
[UE-39940] - GitHub 3054 : Added EngineBuildSettings.h to UnrealWatchdog.cpp
PR #3054: Added EngineBuildSettings.h to UnrealWatchdog.cpp (Contributed by ryanjon2040)
#jira UE-39940
Change 3241806 on 2016/12/21 by Marc.Audy
Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3241802 on 2016/12/21 by Marc.Audy
Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3241790 on 2016/12/21 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level
#jira UE-39699
Change 3241789 on 2016/12/21 by Marc.Audy
Check Owner has a valid world before trying to access Scene (4.14.2)
#jira UE-39560
Change 3241786 on 2016/12/21 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level
#jira UE-39407
Change 3241781 on 2016/12/21 by Mitchell.Wilson
Fixed up redirectors for SkeletalMesh and Personal Walkthroughs.
#jira UE-30953
Change 3241747 on 2016/12/21 by mason.seay
Tag Query test map and assets
#jira UE-29618
Change 3240938 on 2016/12/20 by Ben.Marsh
Remaking QFE fixes from 4.14 branch.
Change 3240740 on 2016/12/20 by Ben.Marsh
Update branch name for analytics.
[CL 3272229 by Matthew Griffin in Main branch]
2017-01-25 16:23:41 -05:00
if ( FBackendHelperUMG : : SpecialStructureConstructorUMG ( Struct , ValuePtr , OutResult ) )
{
return true ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
if ( FLatentActionInfo : : StaticStruct ( ) = = Struct )
{
if ( OutResult )
{
const FLatentActionInfo * LatentActionInfo = reinterpret_cast < const FLatentActionInfo * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " FLatentActionInfo(%d, %d, TEXT( \" %s \" ), this) " )
, LatentActionInfo - > Linkage
, LatentActionInfo - > UUID
, * LatentActionInfo - > ExecutionFunction . ToString ( ) . ReplaceCharWithEscapedChar ( ) ) ;
}
return true ;
}
2016-02-26 16:58:26 -05:00
if ( TBaseStructure < FTransform > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FTransform * Transform = reinterpret_cast < const FTransform * > ( ValuePtr ) ;
2019-08-12 17:34:22 -04:00
const FQuat Rotation = Transform - > GetRotation ( ) ;
const FVector Translation = Transform - > GetTranslation ( ) ;
const FVector Scale = Transform - > GetScale3D ( ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FTransform( FQuat(%s,%s,%s,%s), FVector(%s,%s,%s), FVector(%s,%s,%s) ) " ) ,
* FEmitHelper : : FloatToString ( Rotation . X ) , * FEmitHelper : : FloatToString ( Rotation . Y ) , * FEmitHelper : : FloatToString ( Rotation . Z ) , * FEmitHelper : : FloatToString ( Rotation . W ) ,
* FEmitHelper : : FloatToString ( Translation . X ) , * FEmitHelper : : FloatToString ( Translation . Y ) , * FEmitHelper : : FloatToString ( Translation . Z ) ,
* FEmitHelper : : FloatToString ( Scale . X ) , * FEmitHelper : : FloatToString ( Scale . Y ) , * FEmitHelper : : FloatToString ( Scale . Z ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FVector > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FVector * Vector = reinterpret_cast < const FVector * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FVector(%s, %s, %s) " ) , * FEmitHelper : : FloatToString ( Vector - > X ) , * FEmitHelper : : FloatToString ( Vector - > Y ) , * FEmitHelper : : FloatToString ( Vector - > Z ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FGuid > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FGuid * Guid = reinterpret_cast < const FGuid * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " FGuid(0x%08X, 0x%08X, 0x%08X, 0x%08X) " ) , Guid - > A , Guid - > B , Guid - > C , Guid - > D ) ;
}
return true ;
}
if ( TBaseStructure < FRotator > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FRotator * Rotator = reinterpret_cast < const FRotator * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FRotator(%s, %s, %s) " ) , * FEmitHelper : : FloatToString ( Rotator - > Pitch ) , * FEmitHelper : : FloatToString ( Rotator - > Yaw ) , * FEmitHelper : : FloatToString ( Rotator - > Roll ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FLinearColor > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FLinearColor * LinearColor = reinterpret_cast < const FLinearColor * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FLinearColor(%s, %s, %s, %s) " ) , * FEmitHelper : : FloatToString ( LinearColor - > R ) , * FEmitHelper : : FloatToString ( LinearColor - > G ) , * FEmitHelper : : FloatToString ( LinearColor - > B ) , * FEmitHelper : : FloatToString ( LinearColor - > A ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FColor > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FColor * Color = reinterpret_cast < const FColor * > ( ValuePtr ) ;
2016-04-07 21:18:08 -04:00
* OutResult = FString : : Printf ( TEXT ( " FColor(%d, %d, %d, %d) " ) , Color - > R , Color - > G , Color - > B , Color - > A ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FVector2D > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FVector2D * Vector2D = reinterpret_cast < const FVector2D * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FVector2D(%s, %s) " ) , * FEmitHelper : : FloatToString ( Vector2D - > X ) , * FEmitHelper : : FloatToString ( Vector2D - > Y ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FBox2D > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FBox2D * Box2D = reinterpret_cast < const FBox2D * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " CreateFBox2D(FVector2D(%s, %s), FVector2D(%s, %s), %s) " )
, * FEmitHelper : : FloatToString ( Box2D - > Min . X )
, * FEmitHelper : : FloatToString ( Box2D - > Min . Y )
, * FEmitHelper : : FloatToString ( Box2D - > Max . X )
, * FEmitHelper : : FloatToString ( Box2D - > Max . Y )
2016-02-26 16:58:26 -05:00
, Box2D - > bIsValid ? TEXT ( " true " ) : TEXT ( " false " ) ) ;
}
return true ;
}
2020-11-10 17:16:52 -04:00
if ( TBaseStructure < FInterpCurvePointFloat > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointFloat * CurvePointFloat = reinterpret_cast < const FInterpCurvePointFloat * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointFloat(%s, %s, %s, %s, TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointFloat - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointFloat - > OutVal )
, * FEmitHelper : : FloatToString ( CurvePointFloat - > ArriveTangent )
, * FEmitHelper : : FloatToString ( CurvePointFloat - > LeaveTangent )
, CurvePointFloat - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FInterpCurvePointVector2D > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointVector2D * CurvePointVector2D = reinterpret_cast < const FInterpCurvePointVector2D * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointVector2D(%s, FVector2D(%s, %s), FVector2D(%s, %s), FVector2D(%s, %s), TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > OutVal . X )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > OutVal . Y )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > ArriveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > ArriveTangent . Y )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > LeaveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointVector2D - > LeaveTangent . Y )
, CurvePointVector2D - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FInterpCurvePointVector > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointVector * CurvePointVector = reinterpret_cast < const FInterpCurvePointVector * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointVector(%s, FVector(%s, %s, %s), FVector(%s, %s, %s), FVector(%s, %s, %s), TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointVector - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointVector - > OutVal . X )
, * FEmitHelper : : FloatToString ( CurvePointVector - > OutVal . Y )
, * FEmitHelper : : FloatToString ( CurvePointVector - > OutVal . Z )
, * FEmitHelper : : FloatToString ( CurvePointVector - > ArriveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointVector - > ArriveTangent . Y )
, * FEmitHelper : : FloatToString ( CurvePointVector - > ArriveTangent . Z )
, * FEmitHelper : : FloatToString ( CurvePointVector - > LeaveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointVector - > LeaveTangent . Y )
, * FEmitHelper : : FloatToString ( CurvePointVector - > LeaveTangent . Z )
, CurvePointVector - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FInterpCurvePointQuat > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointQuat * CurvePointQuat = reinterpret_cast < const FInterpCurvePointQuat * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointQuat(%s, FQuat(%s, %s, %s, %s), FQuat(%s, %s, %s, %s), FQuat(%s, %s, %s, %s), TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > OutVal . X )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > OutVal . Y )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > OutVal . Z )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > OutVal . W )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > ArriveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > ArriveTangent . Y )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > ArriveTangent . Z )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > ArriveTangent . W )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > LeaveTangent . X )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > LeaveTangent . Y )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > LeaveTangent . Z )
, * FEmitHelper : : FloatToString ( CurvePointQuat - > LeaveTangent . W )
, CurvePointQuat - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FInterpCurvePointTwoVectors > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointTwoVectors * CurvePointTwoVectors = reinterpret_cast < const FInterpCurvePointTwoVectors * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointTwoVectors(%s, FVector(%s, %s, %s), FVector(%s, %s, %s), FVector(%s, %s, %s), FVector(%s, %s, %s), FVector(%s, %s, %s), FVector(%s, %s, %s), TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v1 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v1 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v1 . Z )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v2 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v2 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > OutVal . v2 . Z )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v1 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v1 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v1 . Z )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v2 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v2 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > ArriveTangent . v2 . Z )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v1 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v1 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v1 . Z )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v2 . X )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v2 . Y )
, * FEmitHelper : : FloatToString ( CurvePointTwoVectors - > LeaveTangent . v2 . Z )
, CurvePointTwoVectors - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FInterpCurvePointLinearColor > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInterpCurvePointLinearColor * CurvePointLinearColor = reinterpret_cast < const FInterpCurvePointLinearColor * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " CreateFInterpCurvePointLinearColor(%s, FLinearColor(%s, %s, %s, %s), FLinearColor(%s, %s, %s, %s), FLinearColor(%s, %s, %s, %s), TEnumAsByte<EInterpCurveMode>(%d)) " )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > InVal )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > OutVal . R )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > OutVal . G )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > OutVal . B )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > OutVal . A )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > ArriveTangent . R )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > ArriveTangent . G )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > ArriveTangent . B )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > ArriveTangent . A )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > LeaveTangent . R )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > LeaveTangent . G )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > LeaveTangent . B )
, * FEmitHelper : : FloatToString ( CurvePointLinearColor - > LeaveTangent . A )
, CurvePointLinearColor - > InterpMode . GetValue ( ) ) ;
}
return true ;
}
2016-02-26 16:58:26 -05:00
if ( TBaseStructure < FFloatRangeBound > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FFloatRangeBound * FloatRangeBound = reinterpret_cast < const FFloatRangeBound * > ( ValuePtr ) ;
if ( FloatRangeBound - > IsExclusive ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
* OutResult = FString : : Printf ( TEXT ( " FFloatRangeBound::%s(%s) " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FFloatRangeBound , Exclusive ) , * FEmitHelper : : FloatToString ( FloatRangeBound - > GetValue ( ) ) ) ;
2016-02-26 16:58:26 -05:00
}
if ( FloatRangeBound - > IsInclusive ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
* OutResult = FString : : Printf ( TEXT ( " FFloatRangeBound::%s(%s) " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FFloatRangeBound , Inclusive ) , * FEmitHelper : : FloatToString ( FloatRangeBound - > GetValue ( ) ) ) ;
2016-02-26 16:58:26 -05:00
}
if ( FloatRangeBound - > IsOpen ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
* OutResult = FString : : Printf ( TEXT ( " FFloatRangeBound::%s() " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FFloatRangeBound , Open ) ) ;
2016-02-26 16:58:26 -05:00
}
}
return true ;
}
if ( TBaseStructure < FFloatRange > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FFloatRange * FloatRangeBound = reinterpret_cast < const FFloatRange * > ( ValuePtr ) ;
FString LowerBoundStr ;
FFloatRangeBound LowerBound = FloatRangeBound - > GetLowerBound ( ) ;
SpecialStructureConstructor ( TBaseStructure < FFloatRangeBound > : : Get ( ) , ( uint8 * ) & LowerBound , & LowerBoundStr ) ;
FString UpperBoundStr ;
FFloatRangeBound UpperBound = FloatRangeBound - > GetUpperBound ( ) ;
SpecialStructureConstructor ( TBaseStructure < FFloatRangeBound > : : Get ( ) , ( uint8 * ) & UpperBound , & UpperBoundStr ) ;
* OutResult = FString : : Printf ( TEXT ( " FFloatRange(%s, %s) " ) , * LowerBoundStr , * UpperBoundStr ) ;
}
return true ;
}
if ( TBaseStructure < FInt32RangeBound > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInt32RangeBound * RangeBound = reinterpret_cast < const FInt32RangeBound * > ( ValuePtr ) ;
if ( RangeBound - > IsExclusive ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
* OutResult = FString : : Printf ( TEXT ( " FInt32RangeBound::%s(%d) " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FInt32RangeBound , Exclusive ) , RangeBound - > GetValue ( ) ) ;
2016-02-26 16:58:26 -05:00
}
if ( RangeBound - > IsInclusive ( ) )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4006870)
#lockdown Nick.Penwarden
#rb None
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3967603 by Marc.Audy
Fix force feedback events being played on the correct controller if the OffsetPlayerGamepadIds feature is in use
#jira UE-56077
Change 3969399 by Phillip.Kavan
Partially fix runtime failures for converted circular dependency test actors in a nativized QAGame.
#jira UE-56287
Change 3970181 by Phillip.Kavan
Improved handling of circular dependencies during Blueprint nativization between converted and unconverted assets.
Change summary:
- Removed FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(); no longer in use.
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to remove the case that was marking assets for stub class generation; no longer needed.
- Modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to detect, report on and handle circular references between converted and unconverted assets (ensuring that both sides are converted).
#jira UE-56292
Change 3970185 by Phillip.Kavan
Fix initialization of special UMG struct types in nativized Blueprint ctor code.
Change summary:
- Modified FBackendHelperUMG::SpecialStructureConstructorUMG() to emit the proper constructor call based on the value of the 'ForcedTime' field. Also modified to emit updated constructor code for the FMovieSceneSegment struct's 'Range' member, which is now a TRange<> type.
- Fixed a typo in the TBaseStructure<FInt32Range> case in FEmitDefaultValueHelper::SpecialStructureConstructor().
#jira UE-56487
Change 3971520 by mason.seay
Adjusted widget anchor to fix screen positioning
Change 3972611 by Mieszko.Zielinski
Fixed some of the vislogger macros using old 'Actor' rather than new 'LogOwner' parameter #UE4
#jira UE-56978
Change 3973564 by Phillip.Kavan
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
- Mirrored from //UE4/Dev-Core (3973331).
#jira UE-56277
Change 3974308 by Phillip.Kavan
Fix crash when choosing to delete multiple bookmarks selected in the Bookmarks tree view.
Change summary:
- Modified SBlueprintBookmarks::OnDeleteSelectedTreeViewItems() to make a local copy of the reference to the entry in the source array.
- Modified FBlueprintEditor::RemoveBookmark() to save local config settings *after* modifying the persistent Bookmarks array (it was previously happening before).
#jira UE-55598
Change 3975506 by Mason.Seay
Code and blueprints for subobject testing
Change 3977558 by Mason.Seay
Checking in missed header file
Change 3978137 by Ben.Zeigler
#jira UE-57154 Fix crash where component instance data cache would duplicate external objects during the null component pre serialize
Change 3978326 by Ben.Zeigler
#jira UE-57062 Only look for class redirects for soft object paths if the string starts with /script, some of the class redirect match strings are overly broad and were catching assets
Change 3978393 by Ben.Zeigler
Fix FAssetData::IsUAsset comment to match what it actually does, old comment implied it was false for maps which is wrong
Change 3978837 by Marc.Audy
Make GetAutoEmitTermParameters and IsAutoCreateRefTerm static and optimize both
Change 3978838 by Marc.Audy
(4.19.1) PR #4480: Crash fix trying to open the console command on Windows (Contributed by bakjos)
#jira UE-54908
#jira UE-54215
Change 3979156 by Marc.Audy
PR #4615: Update WindDirectionalSourceComponent.h (Contributed by c4tnt)
#jira UE-57071
Change 3982289 by Ben.Zeigler
Fix several issues with unloaded blueprints and the class picker/viewer
#jira UE-53646 Reimplement CR #4369 so setting a Class blueprint variable to a blueprint class will correctly allow unloaded blueprint children to be selected in the picker
Added FName defines to FBlueprintTags for the asset registry tags used for unloaded blueprints, and removed the ParentClassPackage tag as it was redundant with ParentClass
Fixed it so Soft Class Reference properties can be set back to none with the picker
Removed FUnloadedClassDragDropOp as it did not work correctly and replaced uses with FAssetDragDrop, which was already used for content browser drags
Changed internals of class viewer to properly store and use the paths to the actual generated class
Change 3982684 by Ben.Zeigler
Add DevelopmentAlwaysCook setting to the asset manager cook rule, this works like AlwaysCook in development and like NeverCook in production. DevelopmentCook works like Unknown in development
Change 3982762 by Mieszko.Zielinski
PR #4614: Fix UBTTask_RotateToFaceBBEntry when trying to face a position where i. (Contributed by Goutye)
I've improved the original PR by relaxing condition constraints, and removing some unnecessary vector normalization (since FVecotr::CosineAngle2D normalizes the input parameters anyway).
#jira UE-57070
Change 3982866 by Marc.Audy
Defer Destroying an Actor if it is in the process of beginning play
#jira UE-57091
Change 3982965 by Mieszko.Zielinski
PR #3567: add API declarations to BlueprintNodeHelpers (Contributed by kayama-shift)
Change 3987399 by Dan.Oconnor
Remove unused ReloadObjectArc and unimplemented ArchiveReplaceArchetype
#jira None
Change 3987956 by Mieszko.Zielinski
Fixed inconsistincies in BT category naming in BP #UE4
#jira UE-57262
Change 3988308 by Mieszko.Zielinski
Fixed 'navmesh needs to be rebuild' displaying even after navigation building with navmesh auto building disabled #UE4
#jira UE-57286
Change 3989309 by Mieszko.Zielinski
A support AI pluggin that links the aimodules #UE4
Change 3989311 by Mieszko.Zielinski
Moved the HTNPlanner plugin into the newly created Plugins/AI subfolder #UE4
Change 3989506 by mason.seay
WIP Navigation Test Map
Change 3990826 by Phillip.Kavan
Fix existing placements of nativized Blueprint actors with a nonzero (legacy) root component scene transform at the CDO level.
This corrects a long-standing issue that was introduced back in 2947488.
Change summary:
- Modified AActor::PostSpawnInitialize() to zero out RelativeLocation and RelativeRotation when spawning actors with a native scene root inherited from a converted Blueprint class.
- Modified FNonativeComponentData to remove the HandledAsSpecialProperty() override for skipping the RelativeLocation and RelativeRotation properties on root components when emitting code to initialize the CDO for a converted Actor BP with a non-native root component.
#jira UE-50452
Change 3993174 by mason.seay
Cleared out unnecessary BP logic
Change 3994370 by Ben.Zeigler
Remove manual AI includes, the AI support plugin correctly pulls in those references now
Change 3995399 by Marc.Audy
When destroying the world clear out level collections
#jira UE-57257
Change 3995731 by Marc.Audy
Fix UEngine::CommitMapChange issues with new streaming level state machine
* Level needs to be added to array before determining current state
* Should be adding, not setting streaming levels from fake world
#jira UE-57424
Change 3996917 by Ben.Zeigler
ObjectWriter should not reset the soft object weak pointer, it should be a const operation
Change 3996921 by Ben.Zeigler
#jira UE-57288 Improve ensures for invalid primary asset types, it only complains if type is set and gives a better error
Change 3997164 by Dan.Oconnor
Don't purge classes until they are recompiled and relink all child classes immediately after a blueprint generated class has changed. This allows iterative compilation logic to behave as it did before the compilation manager
#jira UE-55667
Change 3997674 by paulo.souza
Reverting camera setup changes from the renaming
Change 3997901 by mason.seay
Updates to subobject test bp's
Change 3998028 by mason.seay
Move logic to Event Graph
Change 3998051 by Mason.Seay
Adding QAGame ClassGroup to actively tested QAGame components for organization
Change 3999438 by Dan.Oconnor
Fix deterministic cooking issues by avoiding use of MakeUniqueObjectName when instantiating component templates
#jira FORT-81409
Change 4000265 by Mason.Seay
Checking in QAGame classes again to (hopefully) fix property issues
Change 4000339 by Marc.Audy
PR #4652: AttachComponent Message Fix (Contributed by nonlin)
#jira UE-57656
Change 4001338 by Dan.Oconnor
Fix reinstancing bug introduced in 3591939 which could cause some reinstanced objects to have references within them replaced. If the object in question was an actor it could take ownership of components owned by another actor and destroy them, resulting in a crash when the other actor tried to use its components
#jira UE-57335
Change 4001400 by Marc.Audy
Per https://udn.unrealengine.com/questions/407745/childactorcomponent-and-modifications-to-component.html don't redirect or reset loaders when renaming components as part of the component instance data cache.
Change 4001530 by Marc.Audy
Use a clean default object to calculate the empty archive size.
Change 4002791 by Marc.Audy
Fix ensure when loading sublevel that has been redirected
#jira UE-57516
Change 4002812 by mason.seay
Added BP code to test Watching Sets and Maps
Change 4002947 by mason.seay
More code for watch values testing
Change 4003059 by paulo.souza
Fixes to volumetric lighting and sphere capture bakes
Change 4003509 by Dan.Oconnor
Reset bIsFakingTouched and bIsGameFakingTouch when the game viewport is unregistered. This prevents the PIE session from tainting editor session behavior when UInputSettings::bUseMouseForTouch is set
#jira UE-57724
Change 4005596 by Phillip.Kavan
Fix random crashes when running multiple global blueprint search tabs in parallel just after editor launch.
Change summary:
- Refactored global FiB APIs to use thread-safe shared pointer types when referencing imaginary Blueprint data, which is a shared resource.
- Modified FFindInBlueprintSearchManager::ContinueSearchQuery() to ensure that parsing imaginary Blueprint data only happens on a single thread.
#jira UE-57046
Change 4005657 by Dan.Oconnor
Don't attach OldRoot component if it's not outered to the current actor
#jira UE-55300
Change 4005709 by Phillip.Kavan
Ensure rather than assert on failed child promotion when destroying a non-root scene component within an Actor's scene component hierarchy.
#jira UE-52921
Change 4005825 by paulo.souza
New camera angle + touch rotation tests + "Action RPG" logos
Change 4006058 by Sam.Deiter
Removing this as it is not needed.
Change 3980745 by Marc.Audy
Apply CL# 3977198 from Dev-Core
#author Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
[CL 4006923 by Dan Oconnor in Main branch]
2018-04-16 20:19:04 -04:00
* OutResult = FString : : Printf ( TEXT ( " FInt32RangeBound::%s(%d) " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FInt32RangeBound , Inclusive ) , RangeBound - > GetValue ( ) ) ;
2016-02-26 16:58:26 -05:00
}
if ( RangeBound - > IsOpen ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
* OutResult = FString : : Printf ( TEXT ( " FInt32RangeBound::%s() " ) , GET_FUNCTION_NAME_STRING_CHECKED ( FFloatRangeBound , Open ) ) ;
2016-02-26 16:58:26 -05:00
}
}
return true ;
}
if ( TBaseStructure < FInt32Range > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInt32Range * RangeBound = reinterpret_cast < const FInt32Range * > ( ValuePtr ) ;
FString LowerBoundStr ;
FInt32RangeBound LowerBound = RangeBound - > GetLowerBound ( ) ;
SpecialStructureConstructor ( TBaseStructure < FInt32RangeBound > : : Get ( ) , ( uint8 * ) & LowerBound , & LowerBoundStr ) ;
FString UpperBoundStr ;
FInt32RangeBound UpperBound = RangeBound - > GetUpperBound ( ) ;
SpecialStructureConstructor ( TBaseStructure < FInt32RangeBound > : : Get ( ) , ( uint8 * ) & UpperBound , & UpperBoundStr ) ;
* OutResult = FString : : Printf ( TEXT ( " FInt32Range(%s, %s) " ) , * LowerBoundStr , * UpperBoundStr ) ;
}
return true ;
}
if ( TBaseStructure < FFloatInterval > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FFloatInterval * Interval = reinterpret_cast < const FFloatInterval * > ( ValuePtr ) ;
2016-05-20 16:22:44 -04:00
* OutResult = FString : : Printf ( TEXT ( " FFloatInterval(%s, %s) " ) , * FEmitHelper : : FloatToString ( Interval - > Min ) , * FEmitHelper : : FloatToString ( Interval - > Max ) ) ;
2016-02-26 16:58:26 -05:00
}
return true ;
}
if ( TBaseStructure < FInt32Interval > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FInt32Interval * Interval = reinterpret_cast < const FInt32Interval * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " FFloatInterval(%d, %d) " ) , Interval - > Min , Interval - > Max ) ;
}
return true ;
}
2018-09-06 11:09:48 -04:00
if ( TBaseStructure < FSoftClassPath > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FSoftClassPath * SoftClassPath = reinterpret_cast < const FSoftClassPath * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " FSoftClassPath(TEXT( \" %s \" )) " ) , * SoftClassPath - > ToString ( ) ) ;
}
return true ;
}
if ( TBaseStructure < FSoftObjectPath > : : Get ( ) = = Struct )
{
if ( OutResult )
{
const FSoftObjectPath * SoftObjectPath = reinterpret_cast < const FSoftObjectPath * > ( ValuePtr ) ;
* OutResult = FString : : Printf ( TEXT ( " FSoftObjectPath(TEXT( \" %s \" )) " ) , * SoftObjectPath - > ToString ( ) ) ;
}
return true ;
}
2016-02-26 16:58:26 -05:00
return false ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
struct FDefaultSubobjectData
2015-09-30 06:29:24 -04:00
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
UObject * Object ;
UObject * Archetype ;
FString VariableName ;
bool bWasCreated ;
bool bAddLocalScope ;
2015-09-30 06:29:24 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
FDefaultSubobjectData ( )
: Object ( nullptr )
, Archetype ( nullptr )
, bWasCreated ( false )
, bAddLocalScope ( true )
{
}
virtual ~ FDefaultSubobjectData ( )
{
}
// Generate code to initialize the default subobject based on its archetype.
virtual void EmitPropertyInitialization ( FEmitterLocalContext & Context )
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
TSharedPtr < FScopeBlock > ScopeBlock ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Start a new scope block only if necessary.
if ( bAddLocalScope )
{
if ( ! bWasCreated )
{
// Emit code to check for a valid reference if we didn't create the instance. There are cases where this can be NULL at runtime.
Context . AddLine ( FString : : Printf ( TEXT ( " if(%s) " ) , * VariableName ) ) ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
ScopeBlock = MakeShareable ( new FScopeBlock ( Context ) ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " // --- Default subobject \' %s \' // " ) , * Object - > GetName ( ) ) ) ;
}
// Handle nested default subobjects first. We do it this way since default subobject instances are not always assigned to an object property, but might need to be accessed by other DSOs.
TArray < UObject * > NestedDefaultSubobjects ;
Object - > GetDefaultSubobjects ( NestedDefaultSubobjects ) ;
TArray < FDefaultSubobjectData > NestedSubobjectsToInit ;
for ( UObject * DSO : NestedDefaultSubobjects )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
// We don't need to emit code to initialize nested default subobjects that are also editor-only, since they won't be used in a cooked build.
if ( ! DSO - > IsEditorOnly ( ) )
{
FDefaultSubobjectData * SubobjectData = new ( NestedSubobjectsToInit ) FDefaultSubobjectData ( ) ;
FEmitDefaultValueHelper : : HandleInstancedSubobject ( Context , DSO , /* bCreateInstance = */ false , /* bSkipEditorOnlyCheck = */ true , SubobjectData ) ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
}
// Recursively emit code to initialize any nested default subobjects found above that that are now locally referenced within this scope block.
for ( FDefaultSubobjectData & DSOEntry : NestedSubobjectsToInit )
{
DSOEntry . EmitPropertyInitialization ( Context ) ;
}
// Now walk through the property list and initialize delta values for this instance. Any nested instanced default
// subobjects found above that are also assigned to a reference property will be correctly seen as already handled.
const UClass * ObjectClass = Object - > GetClass ( ) ;
2019-12-13 11:07:03 -05:00
for ( const FProperty * Property : TFieldRange < const FProperty > ( ObjectClass ) )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
if ( ! HandledAsSpecialProperty ( Context , Property ) )
{
FEmitDefaultValueHelper : : OuterGenerate ( Context , Property , VariableName
, reinterpret_cast < const uint8 * > ( Object )
, reinterpret_cast < const uint8 * > ( Archetype )
, FEmitDefaultValueHelper : : EPropertyAccessOperator : : Pointer ) ;
}
}
if ( bAddLocalScope )
{
// Close current scope block (if necessary).
Context . AddLine ( FString : : Printf ( TEXT ( " // --- END default subobject \' %s \' // " ) , * Object - > GetName ( ) ) ) ;
}
}
protected :
// Generate special-case property initialization code. This could be something that is normally handled through custom serialization.
2019-12-13 11:07:03 -05:00
bool HandledAsSpecialProperty ( FEmitterLocalContext & Context , const FProperty * Property )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
bool bWasHandled = true ;
2018-09-25 10:11:35 -04:00
// We treat the 'BodyInstance' property as a special-case, because of the amount of code that would otherwise need to be emitted to the ctor in order to
// initialize the default value when it's modified in the Blueprint class defaults. This can occur in an SCS component template owned by a Blueprint class,
// or otherwise with a UPrimitiveComponent-based Blueprint subclass. For example, changing the collision profile on the BodyInstance member can result in
// several struct fields differing from their default value, resulting in large blocks of initialization code emitted to the BP ctor that looks like this:
//
// auto& __Local__10 = __Local__7[2];
// __Local__10.Channel = FName(TEXT("Pawn"));
// __Local__10.Response = ECollisionResponse::ECR_Overlap;
// auto& __Local__11 = __Local__7[3];
// __Local__11.Channel = FName(TEXT("Visibility"));
// __Local__11.Response = ECollisionResponse::ECR_Overlap;
// ...
//
// In most cases, the default that's set by the user conforms to a "standard" collision profile that is configured with the same set of constant channel and
// response values. However, since the archetype on which either the SCS component template or Blueprint component subclass is based will default to only one
// such profile, any time the user chooses a different standard profile (per each component), it will force us to emit a large block of code to initialize the
// Blueprint's default value to match the boilerplate configuration that's associated with that standard profile. Additionally, if we have a large hierarchy
// of Blueprint component class types, in which each child might change the standard collision profile in the class defaults as a worst case, each time we
// call the nativized parent Blueprint class ctor, we'd be unnecessarily initializing 'BodyInstance' values, since the last ctor in the chain would be the
// only collision profile that ultimately would apply. Thus, the incurred overhead can consist of both additional code size and CPU cycles that are wasted.
//
// To resolve, we can follow the method that's used by native Actor and ActorComponent subclass types at construction time to help us reduce the redundant
// code generation that this could otherwise lead to. In C++, invoking the UPrimitiveComponent::SetCollisionProfileName() API allows 'BodyInstance' value
// initialization that's based on a standard collision profile to both be set and (when appropriate) deferred until after all ctors in the hierarchy have
// finished executing (UPrimitiveComponent::PostInitProperties). As a result, for nativized BP class ctors, as with native C++ class ctors, we emit a single
// API call to initialize any non-default collision profile selection for each 'BodyInstance' value per UPrimitiveComponent subobject at construction time.
// This applies to both editable native components and non-native (SCS) component templates, since the latter will be converted to native default subobjects.
//
// In addition to initializing values that will be serialized, SetCollisionProfileName() also indirectly initializes some transient collision response data
// that depends on the selected collision profile (see FBodyInstance::LoadProfileData() for custom collision profiles, and UCollisionProfile::ReadConfig()
// for standard ones). This must occur at construction time for native component class types, and at load time for any instanced UPrimitiveComponent object,
// including non-native, Blueprint-owned SCS and ICH component template objects, in order for the component's transient collision response data to be valid.
// This transient data can be found within the FBodyInstance::CollisionResponses field (specifically, the FCollisionResponse::ResponseToChannels subfield).
//
// How does this differ from non-nativized Blueprint class types? Well, in that case, the Blueprint class-owned SCS template object will start out with a
// 'BodyInstance' value that's inherited from its archetype (in most cases, the native C++ component class default object). So, the SetCollisionProfileName()
// API has already been called at the C++ level, before we instance the SCS template. The profile can then be changed by the user in the editor UI, in which
// case SetCollisionProfileName() will again be called to re-initialize the values based on the new selection. When the Blueprint class asset is saved, so is
// the SCS template, and the initialized 'BodyInstance' value is also serialized. When we load the Blueprint class back into the editor, the template is then
// deserialized, and UPrimitiveComponent::Serialize() calls UBodyInstance::FixupData() to initialize the transient collision response data that depends on it.
//
// In a cooked build, all three of native C++, nativized Blueprint class C++ and non-nativized Blueprint generated class cases deserialize the 'BodyInstance'
// value that is serialized along with the owned, instanced component, and will call UBodyInstance::FixupData() to initialize the transient collision response
// data that depends on it. See UPrimitiveComponent::PostLoad() for the point at which this will occur at runtime for all non-template, instanced components.
2019-12-13 11:07:03 -05:00
static const FProperty * BodyInstanceProperty = UPrimitiveComponent : : StaticClass ( ) - > FindPropertyByName ( GET_MEMBER_NAME_CHECKED ( UPrimitiveComponent , BodyInstance ) ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
if ( Property = = BodyInstanceProperty )
{
2018-09-25 10:11:35 -04:00
// Get references to the component template along with its archetype. We expect this to always be a UPrimitiveComponent type.
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
UPrimitiveComponent * Component = CastChecked < UPrimitiveComponent > ( Object ) ;
const UPrimitiveComponent * ComponentArchetype = CastChecked < UPrimitiveComponent > ( Archetype ) ;
2018-09-25 10:11:35 -04:00
// Get the current collision profile names for each.
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
const FName ComponentCollisionProfileName = Component - > BodyInstance . GetCollisionProfileName ( ) ;
const FName ComponentArchetypeCollisionProfileName = ComponentArchetype - > BodyInstance . GetCollisionProfileName ( ) ;
2020-03-05 16:49:40 -05:00
const bool bIsArchetypeUsingCustomCollisionProfile = ComponentArchetypeCollisionProfileName = = UCollisionProfile : : CustomCollisionProfileName ;
2020-09-01 14:07:48 -04:00
const bool bIsCollisionProfileDifferentFromArchetype = ComponentCollisionProfileName ! = ComponentArchetypeCollisionProfileName ;
2018-09-25 10:11:35 -04:00
// Initialize a new struct instance that matches the archetype (represents the default struct value inherited by the component template).
FStructOnScope BodyInstanceToCompare ( FBodyInstance : : StaticStruct ( ) ) ;
FBodyInstance : : StaticStruct ( ) - > CopyScriptStruct ( BodyInstanceToCompare . GetStructMemory ( ) , & ComponentArchetype - > BodyInstance ) ;
2020-03-05 16:49:40 -05:00
// If the component template's collision profile setting differs from the default value (or is custom), set it using the API to load the modified collision profile.
bool bResetCollisionProfileAtRuntime = false ;
2020-09-01 14:07:48 -04:00
if ( bIsCollisionProfileDifferentFromArchetype | | bIsArchetypeUsingCustomCollisionProfile )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
2018-09-25 10:11:35 -04:00
// This will initialize the struct's default value in the same manner as will occur at runtime, so we don't emit redundant initialization code to the ctor.
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
( ( FBodyInstance * ) BodyInstanceToCompare . GetStructMemory ( ) ) - > SetCollisionProfileName ( ComponentCollisionProfileName ) ;
2020-03-05 16:49:40 -05:00
// We must also emit the same call at runtime to override the default collision profile within the instanced UPrimitiveComponent (see notes above).
bResetCollisionProfileAtRuntime = true ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
}
2018-09-25 10:11:35 -04:00
// Emit the C++ code needed to initialize the remainder of the struct's value within the component that's now being instanced as a default subobject within the converted context.
const FString PathToMember = FString : : Printf ( TEXT ( " %s->BodyInstance " ) , * VariableName ) ;
2019-07-10 13:47:03 -04:00
FEmitDefaultValueHelper : : InnerGenerate ( Context , BodyInstanceProperty , PathToMember , ( const uint8 * ) & Component - > BodyInstance , BodyInstanceToCompare . GetStructMemory ( ) , FEmitDefaultValueHelper : : EPropertyGenerationControlFlags : : IncludeFirstConstructionLine ) ;
2020-03-05 16:49:40 -05:00
// For a custom collision profile override, we need to have initialized the ResponseArray at runtime prior to calling SetCollisionProfileName(), so don't emit this call until after
// we've emitted the code above to initialize the remainder of the BodyInstance struct value. It's ok to emit this call last for any non-custom collision profile overrides as well.
if ( bResetCollisionProfileAtRuntime )
{
2020-09-01 14:07:48 -04:00
if ( bIsCollisionProfileDifferentFromArchetype )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s->SetCollisionProfileName(FName(TEXT( \" %s \" ))); " ) , * VariableName , * ComponentCollisionProfileName . ToString ( ) . ReplaceCharWithEscapedChar ( ) ) ) ;
}
else
{
// In this case, the archetype and the instance are both using a custom profile, so SetCollisionProfileName() would return
// without doing anything since the profile name already matches the current setting. To get around that, we emit a direct
// call to LoadProfileData() instead to initialize transient values from the custom profile data emitted to the ctor above.
Context . AddLine ( FString : : Printf ( TEXT ( " %s.LoadProfileData(false); " ) , * PathToMember ) ) ;
}
2020-03-05 16:49:40 -05:00
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
}
else
{
bWasHandled = false ;
}
return bWasHandled ;
}
} ;
2019-08-12 17:34:22 -04:00
struct FNonNativeComponentData : public FDefaultSubobjectData
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
2015-09-30 06:29:24 -04:00
////
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
const USCS_Node * SCSNode ;
2015-09-30 06:29:24 -04:00
FString ParentVariableName ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2781504 on 2015/11/25 by Mike.Beach
Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.
#jira UE-23371
#codereview Dan.OConnor
Change 2781513 on 2015/11/25 by Michael.Schoell
Find-in-Blueprints optimized gathering.
Size of data has shrunk in the Asset Registry by up to one fifth the old size!
Performance moderately improved.
Load and save times of Blueprints increased, less redundant gathering of searchable data.
#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data
Change 2781517 on 2015/11/25 by Michael.Schoell
Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.
#jira UE-23136 - Remove Item Node Removes All Objects in an Array
Change 2781804 on 2015/11/26 by Maciej.Mroz
Changed ConformImplementedEvents.
#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking
#codereview Phillip.Kavan, Mike.Beach
Change 2781821 on 2015/11/26 by Ben.Cosh
This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
#UEBP-66 - Blueprint debug keymappings
#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
#Branch UE4
#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate
reviewedby chris.wood
Change 2781861 on 2015/11/26 by Maciej.Mroz
UE-23626 Converted tower defense game - you cannot click to place towers
CodeGenerator generates overriden exported names for events and functions.
#codereview Dan.Oconnor, Steve.Robb
Change 2782798 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).
#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build
#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor
Change 2782881 on 2015/11/30 by Michael.Schoell
Fixed ensure when promoting function graphs from interfaces during interface removal.
#jira UE-23717 - Ensure removing an implemented interface when transfering functions
Change 2783041 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: All variables from Event Graph are listed as class properties.
#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window
#codereview Mike.Beach, Dan.Oconnor
Change 2783080 on 2015/11/30 by Michael.Schoell
Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.
Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.
All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.
Duplicating graphs will correct names of objects in child Blueprints.
Function overrides of interfaces expected as an event can be deleted.
Duplicating graphs while in PIE is no longer possible.
When removing an interface, the operation can now be canceled.
#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp
Change 2783338 on 2015/11/30 by Michael.Schoell
New output pins on function result nodes will properly fill out with valid default values.
All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.
#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function
Change 2783742 on 2015/11/30 by Phillip.Kavan
[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.
change summary:
- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects
Change 2784652 on 2015/12/01 by Ben.Cosh
Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
#Branch UE4
#Proj Kismet
#CodeReview Chris.Wood
Change 2784834 on 2015/12/01 by Michael.Schoell
Added functions to convert from string to: Vector, Vector2D, Rotator, Color.
#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
PR #1795
2015-12-16 17:17:43 -05:00
/** Socket/Bone that Component might attach to */
FName AttachToName ;
2015-09-30 06:29:24 -04:00
2019-08-12 17:34:22 -04:00
FNonNativeComponentData ( )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
: SCSNode ( nullptr )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
bAddLocalScope = false ;
}
2019-08-12 17:34:22 -04:00
virtual ~ FNonNativeComponentData ( )
2015-09-30 06:29:24 -04:00
{
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
virtual void EmitPropertyInitialization ( FEmitterLocalContext & Context ) override
{
ensure ( ! VariableName . IsEmpty ( ) ) ;
if ( bWasCreated )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s->%s = EComponentCreationMethod::Native; " ) , * VariableName , GET_MEMBER_NAME_STRING_CHECKED ( UActorComponent , CreationMethod ) ) ) ;
}
if ( ! ParentVariableName . IsEmpty ( ) )
{
const FString SocketName = ( AttachToName = = NAME_None ) ? FString ( ) : FString : : Printf ( TEXT ( " , TEXT( \" %s \" ) " ) , * AttachToName . ToString ( ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s->%s(%s, FAttachmentTransformRules::KeepRelativeTransform %s); " )
, * VariableName
, GET_FUNCTION_NAME_STRING_CHECKED ( USceneComponent , AttachToComponent )
, * ParentVariableName , * SocketName ) ) ;
// AttachTo is called first in case some properties will be overridden.
}
// Continue inline here with the default logic, but we don't need to enclose it within a new scope block.
FDefaultSubobjectData : : EmitPropertyInitialization ( Context ) ;
}
2015-09-30 06:29:24 -04:00
} ;
2020-01-17 19:28:42 -05:00
FString FEmitDefaultValueHelper : : HandleSpecialTypes ( FEmitterLocalContext & Context , const FProperty * Property , const uint8 * ValuePtr )
{
auto HandleObjectValueLambda = [ & Context , Property , ValuePtr ] ( UObject * Object , UClass * Class ) - > FString
{
if ( Object )
{
const bool bIsDefaultSubobject = Object - > IsDefaultSubobject ( ) & & Object - > HasAllFlags ( RF_DefaultSubObject ) ;
const bool bIsInstancedReference = Property - > HasAnyPropertyFlags ( CPF_InstancedReference ) ;
UClass * ObjectClassToUse = Context . GetFirstNativeOrConvertedClass ( Class ) ;
{
const FString MappedObject = Context . FindGloballyMappedObject ( Object , ObjectClassToUse ) ;
if ( ! MappedObject . IsEmpty ( ) )
{
return MappedObject ;
}
}
UClass * BPGC = Context . GetCurrentlyGeneratedClass ( ) ;
UChildActorComponent * OuterCAC = Cast < UChildActorComponent > ( Object - > GetOuter ( ) ) ;
const bool bObjectIsCACTemplate = OuterCAC & & OuterCAC - > IsIn ( BPGC ) & & OuterCAC - > GetChildActorTemplate ( ) = = Object ;
const bool bCreatingSubObjectsOfClass = ( Context . CurrentCodeType = = FEmitterLocalContext : : EGeneratedCodeType : : SubobjectsOfClass ) ;
{
UObject * CDO = BPGC ? BPGC - > GetDefaultObject ( false ) : nullptr ;
if ( BPGC & & Object & & CDO & & Object - > IsIn ( BPGC ) & & ! Object - > IsIn ( CDO ) & & bCreatingSubObjectsOfClass )
{
if ( Object - > GetOuter ( ) = = BPGC | | bObjectIsCACTemplate )
{
return HandleClassSubobject ( Context , Object , FEmitterLocalContext : : EClassSubobjectList : : MiscConvertedSubobjects , true , true , bObjectIsCACTemplate ) ;
}
else
{
// Treat initialization of nested objects owned by class subobjects like "normal" instanced subobjects, but disable scoped initialization because class subobjects can also reference nested DSOs.
FDefaultSubobjectData ClassSubobjectNestedDSOData ;
ClassSubobjectNestedDSOData . bAddLocalScope = false ;
const FString MappedObject = HandleInstancedSubobject ( Context , Object , ! bIsDefaultSubobject , bIsDefaultSubobject , & ClassSubobjectNestedDSOData ) ;
// We should always find a mapping in this case.
if ( ensure ( ! MappedObject . IsEmpty ( ) ) )
{
// Since we are using our own subobject data context to avoid scoping, we must explicitly emit the initialization code.
ClassSubobjectNestedDSOData . EmitPropertyInitialization ( Context ) ;
return MappedObject ;
}
}
}
}
if ( ! bCreatingSubObjectsOfClass & & bIsInstancedReference )
{
// Emit ctor code to create the instance only if it's not a default subobject; otherwise, just assign the reference value to a local variable for initialization.
// Note that we also skip the editor-only check if it's a default subobject. In that case, the instance will either have already been created with CreateDefaultSubobject(),
// or creation will have been skipped (e.g. CreateEditorOnlyDefaultSubobject()). We check the pointer for NULL before assigning default value overrides in the generated ctor.
const FString MappedObject = HandleInstancedSubobject ( Context , Object , /* bCreateInstance = */ ! bIsDefaultSubobject , /* bSkipEditorOnlyCheck = */ bIsDefaultSubobject ) ;
// We should always find a mapping in this case.
if ( ensure ( ! MappedObject . IsEmpty ( ) ) )
{
return MappedObject ;
}
}
if ( ! bCreatingSubObjectsOfClass & & bObjectIsCACTemplate )
{
Context . TemplateFromSubobjectsOfClass . AddUnique ( Object ) ;
const FString MappedObject = Context . FindGloballyMappedObject ( Object , ObjectClassToUse ) ;
if ( ! MappedObject . IsEmpty ( ) )
{
return MappedObject ;
}
}
}
else
{
// Emit valid representation for a null object.
return Context . ExportTextItem ( Property , ValuePtr ) ;
}
return FString ( ) ;
} ;
FString Result ;
if ( const FObjectProperty * ObjectProperty = CastField < FObjectProperty > ( Property ) )
{
Result = HandleObjectValueLambda ( ObjectProperty - > GetPropertyValue ( ValuePtr ) , ObjectProperty - > PropertyClass ) ;
}
else if ( const FWeakObjectProperty * WeakObjectProperty = CastField < FWeakObjectProperty > ( Property ) )
{
Result = HandleObjectValueLambda ( WeakObjectProperty - > GetObjectPropertyValue ( ValuePtr ) , WeakObjectProperty - > PropertyClass ) ;
}
else if ( const FInterfaceProperty * InterfaceProperty = CastField < FInterfaceProperty > ( Property ) )
{
Result = HandleObjectValueLambda ( InterfaceProperty - > GetPropertyValue ( ValuePtr ) . GetObject ( ) , InterfaceProperty - > InterfaceClass ) ;
}
else if ( const FStructProperty * StructProperty = CastField < FStructProperty > ( Property ) )
{
FString StructConstructor ;
if ( SpecialStructureConstructor ( StructProperty - > Struct , ValuePtr , & StructConstructor ) )
{
Result = StructConstructor ;
}
}
return Result ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
FString FEmitDefaultValueHelper : : HandleNonNativeComponent ( FEmitterLocalContext & Context , const USCS_Node * Node
2019-12-13 11:07:03 -05:00
, TSet < const FProperty * > & OutHandledProperties , TArray < FString > & NativeCreatedComponentProperties
2019-08-12 17:34:22 -04:00
, const USCS_Node * ParentNode , TArray < FNonNativeComponentData > & ComponentsToInit
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
, bool bBlockRecursion )
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{
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check ( Node ) ;
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check ( Context . CurrentCodeType = = FEmitterLocalContext : : EGeneratedCodeType : : CommonConstructor ) ;
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2015-09-10 09:15:43 -04:00
FString NativeVariablePropertyName ;
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UBlueprintGeneratedClass * BPGC = CastChecked < UBlueprintGeneratedClass > ( Context . GetCurrentlyGeneratedClass ( ) ) ;
if ( UActorComponent * ComponentTemplate = Node - > GetActualComponentTemplate ( BPGC ) )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3152873)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3131279 on 2016/09/19 by Mike.Beach
Fixing FText::Format warning for the Sub-Level Blueprints menu - Was using {LevelName} tag when there was no value for {LevelName} (defaulted to the first argument).
#jira UE-36097
Change 3131318 on 2016/09/19 by Phillip.Kavan
[UE-35690] Minor revisions to Blueprint SCS execution to improve efficiency and address an out-of-order registration issue.
change summary:
- modified AActor::PostSpawnInitialize() to defer native component registration if there is no native scene root component set and if the actor is a BP type (i.e. will invoke SCS). this means that native actor classes with only non-scene components will now defer registration/post-registration until after SCS execution has established a valid scene root.
- modified AActor::ExecuteConstruction() to gather the set of native scene components that SCS nodes can attach to before invoking the SCS. this was previously being done redundantly within the SCS itself at each level of the BP class inheritance hierarchy.
- modified AActor::ExecuteConstruction() to do a final registration pass over all components after the all SCS levels have been executed. this was also previously being done within the SCS at each level. this avoids some extra redundancy.
- modified USCS_Node::ExecuteNodeOnActor() to call RegisterAllComponents() on the given actor instance after establishing a valid scene root component if it was previously deferred at spawn time.
- modified USCS_Node::ExecuteNodeOnActor() to now register components after they're created. since SCS execution goes from parent to child, parent scene components will always be registered before their children. non-native, non-scene component registration will also be deferred until a scene root component has been established.
- added AActor::HasDeferredComponentRegistration()
- modified AActor::RegisterAllComponents() to reset the actor's deferred component registration flag when called
- modified AActor::AddComponent() to check the 'bAutoRegister' flag before calling RegisterComponent() (for consistency)
- moved the RegisterInstancedComponent() utility method into USimpleConstructionScript and modified it to ensure that parent attachments are registered before their children.
- modified USimpleConstructionScript::ExecuteScriptOnActor() to include an additional input parameter for passing in the set of native scene components that can be attached to.
- modified USimpleConstructionScript::ExecuteScriptOnActor() to remove redundant/unnecessary work as noted above.
#jira UE-35690
Change 3131842 on 2016/09/20 by Maciej.Mroz
#jira UE-34984 Broken (weak) object params on Blueprint function (cannot add plain reference)
Change 3131847 on 2016/09/20 by Maciej.Mroz
SPropertyEditorAsset doesn't display UClass with "_C" prefix anymore.
Change 3131923 on 2016/09/20 by Maciej.Mroz
#jira UE-33812 Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint
Change 3132348 on 2016/09/20 by Phillip.Kavan
Fix CIS build issue (SA).
Change 3132383 on 2016/09/20 by Maciej.Mroz
#jira UE-35830 Float Curve that is set as a local variable in an actor's function is garbage collected when in Standalone, causing a crash
Array UStruct::ScriptObjectReferences is filled while compilation. GC doesn't serialize script bytecode in editor anymore.
Change 3133072 on 2016/09/20 by Maciej.Mroz
#jira UE-34388 Crash upon deleting Blueprints folder
Change 3133216 on 2016/09/20 by Dan.Oconnor
+ BlueprintSetLibrary (add, remove, find, etc)
+ HasGetTypeHash compile time function for detecting types that have GetTypeHish (modeled after HasOperatorEquals)
= SPinTypeSelector can now disable container types based on current primary type, required transition to SComboButtton/SListView from SComboBox
= Hide blueprint set library via BaseEditor.ini
#jira UE-2114
Change 3133227 on 2016/09/20 by Dan.Oconnor
Test assets for TSet
Change 3133804 on 2016/09/21 by Maciej.Mroz
#jira UE-34069 ObjectLibrary stores UBlueprint instead of BPGC
In UObjectLibrary, when bHasBlueprintClasses is true, BP references are automatically replaced by BPGC references.
Change 3133817 on 2016/09/21 by Maciej.Mroz
Fixed static Static Analysis warning
Change 3134377 on 2016/09/21 by Dan.Oconnor
ShowWorldContextObject is now inherited
#jira UE-35674
Change 3134955 on 2016/09/21 by Mike.Beach
Making it so AdvancedDisplay metadata is taken into consideration and used in MakeStruct nodes.
Change 3134965 on 2016/09/21 by Dan.Oconnor
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3135523 on 2016/09/22 by Dan.Oconnor
PR #2755: Master (Contributed by jeremyyeung)
Notable change: searching for Vector in BP editor context menu now gives different default result, prior result was mediocre, though (vector - vector)
#jira UE-35450
Change 3136508 on 2016/09/22 by Mike.Beach
Removing a bIsVisible guard for level Blueprint menu actions - this was causing level BP options to disappear when you hid sub-levels. The guard doesn't seem to matter, as those actions will be removed with the world (when it is updated, or unloaded).
#jira UE-34019
Change 3137587 on 2016/09/23 by Maciej.Mroz
#jira ODIN-1017 [Nativization] Crash while loading Hub_env level
Merged cl#3137578 from Odin branch
Change 3137666 on 2016/09/23 by Ben.Cosh
This adds the ability to map composite graph instances in the same way we map macro instances for blueprint debug data and improves the quality of the debug data providing correct information for nested macro/composite instances at any script location in instrumented blueprint compilations.
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj KismetCompiler, BlueprintGraph, UnrealEd
- This is the first part of a two part change, the subsequent change will make use of the debug output to resolve complex trees of tunnel instances in the blueprint profiler.
Change 3137800 on 2016/09/23 by Phillip.Kavan
[UE-34896] Properties are now generated for client-only Blueprint components in an uncooked server-only context.
change summary:
- bumped BlueprintObjectsVersion
- added a new 'ComponentClass' property to USCS_Node
- added a new 'ComponentClass' field to the FComponentOverrideRecord struct (UInheritableComponentHandler)
- added a USCS_Node::Serialize() override to fix up 'ComponentClass' on load (so that it's set prior to compile-on-load)
- modified USimpleConstructionScript::CreateNodeImpl() to set the ComponentClass property in a new SCS node
- modified USimpleConstructionScript::ValidateNodeTemplates() to consider the node to be valid if ComponentClass is set and is known to be filtered (i.e. the node will not be removed in this case)
- modified USimpleConstructionScript::ValidateNodeTemplates() to emit a warning message in an uncooked client-only or server-only context if the ComponentClass could not be set in an existing package (i.e. if a resave is needed)
- modified UInheritableComponentHandler::PostLoad() to fix up 'ComponentClass' on load
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to set the ComponentClass field in a new override record
- modified UInheritableComponentHandler::IsRecordValid() to consider the record to be valid if ComponentClass is set (when ComponentTemplate is NULL)
- modified UInheritableComponentHandler::IsRecordNecessary() to consider the record to be necessary if ComponentClass is set and is known to be filtered
- modified FKismetCompilerContext::CreateClassVariablesFromBlueprint() to use 'ComponentClass' rather than 'ComponentTemplate' to infer the property subtype
#jira UE-34896
Change 3137851 on 2016/09/23 by Phillip.Kavan
[UE-36079] Component overrides in a child blueprint will no longer trigger a warning message when the original component is removed from its parent.
change summary:
- modified UInheritableComponentHandler::IsRecordValid() to no longer consider a NULL OriginalTemplate to be invalid (so that the warning message is suppressed)
- modified UInheritableComponentHandler::IsRecordNecessary() to consider a NULL OriginalTemplate to be unnecessary (so that the record is still removed in this case)
#jira UE-36079
Change 3137948 on 2016/09/23 by Ben.Cosh
CIS warning fix on mac for out of order initialisation.
Change 3139351 on 2016/09/25 by Ben.Cosh
Updates the blueprint profiler to make use of the recent changes to macro/composite tunnel mapping and enhanced debug data.
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj BlueprintProfiler, Engine
- This is the second part of a two part change enabling multiple instances of nested macro/composite graphs in the blueprint profiler.
Change 3139376 on 2016/09/25 by Ben.Cosh
CIS static analysis fix for CL 3137666
Change 3139377 on 2016/09/25 by Ben.Cosh
Adding script code location checking for pure nodes that was missed in CL 3139351
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj BlueprintProfiler
- Fixes a missed issue with pure nodes inside macros/tunnels
Change 3139624 on 2016/09/26 by Maciej.Mroz
Fixed const local variables in Nativized code
Merged cl#3139622 from Odin branch.
Change 3139641 on 2016/09/26 by Maciej.Mroz
#jira UE-31099 Renaming an input mapping does not generate a warning when compile a blueprint using that input
Since we cannot distinguish which nodes are isolated by users (and shouldn't be validated) and which nodes are isolated during expansion step (and should be validated), the isolated nodes are pruned both before and after expantion step (and validation).
Change 3139961 on 2016/09/26 by Ben.Cosh
CIS static analysis fix for CL 3137666
- missed one of the warnings in a previous attempt.
Change 3140143 on 2016/09/26 by Dan.Oconnor
Fix for component property clearing on load, submitted on behalf of Mike.Beach
#jira UE-36395
Change 3140694 on 2016/09/26 by Dan.Oconnor
Fix for GLEO when duplicating levels that have knots that reference delegates (specifically custom events)
#jira UE-34954
Change 3140772 on 2016/09/26 by Dan.Oconnor
Further hardening SGraphPin::GraphPinObj access
#jira UE-36280
Change 3140812 on 2016/09/26 by Dan.Oconnor
Corrected overzealous warning. Codepath is expected when functions are deleted but breakpoints aren't updated
#jira UE-32736
Change 3140869 on 2016/09/26 by Dan.Oconnor
Update check to handle nested DSOs
#jira UE-34568
Change 3141125 on 2016/09/27 by Maciej.Mroz
#jira UE-36326 Attempting to generate abstract class from blueprint crashes editor on compile
While reinstancing the CLASS_Abstract is cleared (just like the CLASS_Deprecated flag)
Change 3142715 on 2016/09/27 by Dan.Oconnor
Fix for crash when pasting nodes that have connections to nodes that aren't in the clipboard from one graph into another
#jira OR-29584
Change 3143469 on 2016/09/28 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3145215 on 2016/09/29 by Maciej.Mroz
#jira UE-36494 [CrashReport] UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePinEventNodeForTimelineFunction() [kismetcompiler.cpp:2062]
Change 3145580 on 2016/09/29 by Dan.Oconnor
Collapse secondary image instead of hiding it, allowing x button to be closer to primary image when secondary type image isn't present
#jira UE-36577
Change 3146470 on 2016/09/30 by Maciej.Mroz
#jira UE-36655 Failed ensure when TIleline is pasted
Restored cl#3085572 - it was lost while merging.
Change 3147046 on 2016/09/30 by Maciej.Mroz
#jira UE-34961 Assert when calling BP function with weak object parameter.
BP doesn;t support weak obj ptr as parameters - Validation added. Function, created from colappsed nodes, cannot have a parameter of weakptr type.
Change 3148022 on 2016/10/01 by Phillip.Kavan
[UE-21109] Fix component instance data loss after renaming SCS component nodes at the Blueprint class level.
change summary:
- deprecated the public USCS_Node::VariableName member and replaced it with an internal-only member accessible via Get/Set method (i need to be in control of the set logic)
- changed all occurrences of direct access to USCS_Node::VariableName to use a GetVariableName() call (since it's now internal)
- simplified USCS_Node::GetVariableName() as what it used to do was legacy and thus is no longer necessary (it's been handled by USimpleConstructionScript::PostLoad for awhile now)
- added USCS_Node::SetVariableName(); this now renames the component template (if valid) and all instances of it prior to changing the internal variable name. this ensures that archetype lookups will continue to function after a rename.
- added USCS_Node::RenameComponentTemplate() to handle SCS node component template rename logic on a variable name change
- switched the AActor::CheckComponentInstanceName() API to be publically-accessible; need to call this when renaming instanced components to match a new variable name in order to ensure that we rename any instance-only components out of the way first (this is the same logic that we run when constructing component instances on map load/RRCS, so it's consistent)
- modified UInheritableComponentHandler::PostLoad() to fix up the component template within each record to match the original template object name. this ensures that ICH-specific archetype lookups will continue to function after a rename. it also ensures that any mismatched template names in existing assets will now be fixed up on load.
- moved UActorComponent::ComponentTemplateSuffixName into the USimpleConstructionScript class (since the association is tied to templates created by that class specifically). note: this revises a change from a recent PR submission.
- modified UpdateAttachedIsEditorOnly() to check the RF_ArchetypeObject flag rather than the ComponentTemplateSuffixName (part of the revision to the recent PR submission noted above)
#jira UE-21109
Change 3148023 on 2016/10/01 by Phillip.Kavan
[UE-35562] Fix inherited Blueprinted component template defaults data loss in child Blueprint classes after recompiling the Blueprinted component class.
change summary:
- added a local FArchetypeReinstanceHelper struct + GetArchetypeObjects()/FindUniqueArchetypeObjectName() utility method implementations to KismetReinstanceUtilities.cpp
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to ensure that the full inherited component template (archetype) ancestry is renamed along with the base template when we rename the base template object away from its original name in order to make way for the new (reinstanced) template. the names must match the base template along the entire inheritance hierarchy in order for forward/reverse inherited component archetype lookups to succeed.
notes:
- BP (non-native) component templates (e.g. SCS/AddComponent nodes) that belong to the class being reinstanced (i.e. whose templates are not inherited from a parent BP) always inherit directly from the component CDO, and thus do not require this code path (that is, archetype lookups are not dependent on matching the CDO by name). similarly, native components (defined in C++) are included as part of the CDO defaults data, and thus also do not require this code path.
#jira UE-35562
Change 3148030 on 2016/10/01 by Phillip.Kavan
UT fixes for CIS warnings related to SCS node API changes.
Change 3148256 on 2016/10/02 by Ben.Cosh
This change adds the ability to filter debug/wire trace instrumenation and tracks expansion nodes for future use.
#Jira UE-34866 - No profiler timings listed for nodes executed after an interface message
#Proj KismetCompiler, BlueprintGraph, UnrealEd
Change 3148261 on 2016/10/02 by Ben.Cosh
CIS fix, some code from another changelist leaked into CL 3148256
Change 3148480 on 2016/10/03 by Ben.Cosh
This change attempts to address some profiler issues with class function context switching in the blueprint profiler.
#Jira UE-35819 - Crash occurs when instrumenting an event from a member actor
#Proj BlueprintProfiler, BlueprintGraph
Change 3148545 on 2016/10/03 by Phillip.Kavan
Skip unnecessary component validation work to fix invalid warnings when duplicating a BP class for reinstancing.
Change 3149001 on 2016/10/03 by Ben.Cosh
This fixes an issue found with the instrumented blueprint compilations in which a certain compilation path would not provide the extended composite tunnel node heararchy in debug data and removes an unneceassary check that was causing problems.
#Jira UE-36704 - Crash on PIE while profiling TestBP_ProfilerEvents in QAGame
#Proj KismetCompiler, BlueprintProfiler
Change 3149031 on 2016/10/03 by Maciej.Mroz
#jira UE-36687, UE-36691
Tunnel nodes without exec pin are not pruned before expansion.
Change 3149150 on 2016/10/03 by Maciej.Mroz
#jira UE-36685
UGameplayTagsK2Node_LiteralGameplayTag is pure.
Change 3149290 on 2016/10/03 by Maciej.Mroz
#jira UE-36750
GetBlueprintContext node is Pure.
Change 3149595 on 2016/10/03 by Mike.Beach
Fixing up some Orion content errors/warnings that should have been issues a while ago (error reporting was broken for a time, now fixed).
#jira UE-36758, UE-36759
Change 3149667 on 2016/10/03 by Mike.Beach
Fixing up some Ocean content errors as fallout from a change in Dev-Blueprints - the errors properly identified a node that was using a culled input that was uninitialized.
#jira UE-36770
Change 3149777 on 2016/10/03 by Mike.Beach
Fixing up an Orion content warning - disconnecting a cast path in Hero_Automation, now that the node is producing a warning (the cast is impossible, and therefore the path is superfluous).
#jira UE-36759
Change 3149988 on 2016/10/04 by Maciej.Mroz
#jira UE-36750, UE-36685
Fixed IsNodePure functions.
Change 3150146 on 2016/10/04 by Maciej.Mroz
#jira UE-36759
First pruning pass in done after ExpandTunnelsAndMacros is called.
Isolated tunnels are pruned just like regular nodes.
Change 3150743 on 2016/10/04 by Mike.Beach
Mirroring CL 3150661 from Dev-VREditor
Fix for crash on editor close after VR Foliage Editing.
#jira UE-36754
Change 3151104 on 2016/10/04 by Maciej.Mroz
Added comment.
Change 3151979 on 2016/10/05 by Mike.Beach
Adding the keyword "custom" to K2Node_CustomEvent, so that it is prioritized when searching the Blueprint menu.
#jira UE-35512
Change 3152286 on 2016/10/05 by Maciej.Mroz
Make sure, that an isolated node, that should be pure (but is not) won't be pruned.
[CL 3152997 by Mike Beach in Main branch]
2016-10-05 23:32:35 -04:00
const FString VariableCleanName = Node - > GetVariableName ( ) . ToString ( ) ;
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2020-03-15 10:33:45 -04:00
const FObjectProperty * VariableProperty = FindFProperty < FObjectProperty > ( BPGC , * VariableCleanName ) ;
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if ( VariableProperty )
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{
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NativeVariablePropertyName = FEmitHelper : : GetCppName ( VariableProperty ) ;
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OutHandledProperties . Add ( VariableProperty ) ;
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}
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else
{
NativeVariablePropertyName = VariableCleanName ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
//TODO: UGLY HACK UE-40026
if ( bBlockRecursion & & Context . CommonSubobjectsMap . Contains ( ComponentTemplate ) )
{
return FString ( ) ;
}
2015-09-10 09:15:43 -04:00
Context . AddCommonSubObject_InConstructor ( ComponentTemplate , NativeVariablePropertyName ) ;
2015-08-17 05:38:30 -04:00
2015-08-28 16:40:29 -04:00
if ( ComponentTemplate - > GetOuter ( ) = = BPGC )
2015-08-17 05:38:30 -04:00
{
2019-08-12 17:34:22 -04:00
FNonNativeComponentData NonNativeComponentData ;
NonNativeComponentData . SCSNode = Node ;
NonNativeComponentData . VariableName = NativeVariablePropertyName ;
NonNativeComponentData . Object = ComponentTemplate ;
2015-08-28 16:40:29 -04:00
UClass * ComponentClass = ComponentTemplate - > GetClass ( ) ;
check ( ComponentClass ! = nullptr ) ;
UObject * ObjectToCompare = ComponentClass - > GetDefaultObject ( false ) ;
2020-08-11 01:36:57 -04:00
UClass * ParentClass = BPGC - > GetSuperClass ( ) ;
UBlueprintGeneratedClass * ParentAsBPGC = Cast < UBlueprintGeneratedClass > ( ParentClass ) ;
if ( ComponentTemplate - > HasAnyFlags ( RF_InheritableComponentTemplate )
& & ensureMsgf ( ParentAsBPGC , TEXT ( " Encountered a non-native component (%s) marked as an override in (%s) which has a native parent class (%s); this is unexpected. " ) , * ComponentTemplate - > GetName ( ) , * BPGC - > GetName ( ) , ParentClass ? * ParentClass - > GetName ( ) : TEXT ( " (null) " ) ) )
2015-08-17 05:38:30 -04:00
{
2020-08-11 01:36:57 -04:00
// We've already emitted code to construct this component, so now we just use the parent class record as the delta for emitting initialization code.
ObjectToCompare = Node - > GetActualComponentTemplate ( ParentAsBPGC ) ;
2015-08-28 16:40:29 -04:00
}
else
{
2015-09-30 06:29:24 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s%s = CreateDefaultSubobject<%s>(TEXT( \" %s \" )); " )
2015-09-08 06:44:17 -04:00
, ( VariableProperty = = nullptr ) ? TEXT ( " auto " ) : TEXT ( " " )
2015-09-10 09:15:43 -04:00
, * NativeVariablePropertyName
2015-09-08 06:44:17 -04:00
, * FEmitHelper : : GetCppName ( ComponentClass )
2015-09-14 09:23:48 -04:00
, * VariableCleanName ) ) ;
2015-08-28 16:40:29 -04:00
2019-08-12 17:34:22 -04:00
NonNativeComponentData . bWasCreated = true ;
2015-09-14 09:23:48 -04:00
NativeCreatedComponentProperties . Add ( NativeVariablePropertyName ) ;
2015-08-28 16:40:29 -04:00
FString ParentVariableName ;
if ( ParentNode )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3152873)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3131279 on 2016/09/19 by Mike.Beach
Fixing FText::Format warning for the Sub-Level Blueprints menu - Was using {LevelName} tag when there was no value for {LevelName} (defaulted to the first argument).
#jira UE-36097
Change 3131318 on 2016/09/19 by Phillip.Kavan
[UE-35690] Minor revisions to Blueprint SCS execution to improve efficiency and address an out-of-order registration issue.
change summary:
- modified AActor::PostSpawnInitialize() to defer native component registration if there is no native scene root component set and if the actor is a BP type (i.e. will invoke SCS). this means that native actor classes with only non-scene components will now defer registration/post-registration until after SCS execution has established a valid scene root.
- modified AActor::ExecuteConstruction() to gather the set of native scene components that SCS nodes can attach to before invoking the SCS. this was previously being done redundantly within the SCS itself at each level of the BP class inheritance hierarchy.
- modified AActor::ExecuteConstruction() to do a final registration pass over all components after the all SCS levels have been executed. this was also previously being done within the SCS at each level. this avoids some extra redundancy.
- modified USCS_Node::ExecuteNodeOnActor() to call RegisterAllComponents() on the given actor instance after establishing a valid scene root component if it was previously deferred at spawn time.
- modified USCS_Node::ExecuteNodeOnActor() to now register components after they're created. since SCS execution goes from parent to child, parent scene components will always be registered before their children. non-native, non-scene component registration will also be deferred until a scene root component has been established.
- added AActor::HasDeferredComponentRegistration()
- modified AActor::RegisterAllComponents() to reset the actor's deferred component registration flag when called
- modified AActor::AddComponent() to check the 'bAutoRegister' flag before calling RegisterComponent() (for consistency)
- moved the RegisterInstancedComponent() utility method into USimpleConstructionScript and modified it to ensure that parent attachments are registered before their children.
- modified USimpleConstructionScript::ExecuteScriptOnActor() to include an additional input parameter for passing in the set of native scene components that can be attached to.
- modified USimpleConstructionScript::ExecuteScriptOnActor() to remove redundant/unnecessary work as noted above.
#jira UE-35690
Change 3131842 on 2016/09/20 by Maciej.Mroz
#jira UE-34984 Broken (weak) object params on Blueprint function (cannot add plain reference)
Change 3131847 on 2016/09/20 by Maciej.Mroz
SPropertyEditorAsset doesn't display UClass with "_C" prefix anymore.
Change 3131923 on 2016/09/20 by Maciej.Mroz
#jira UE-33812 Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint
Change 3132348 on 2016/09/20 by Phillip.Kavan
Fix CIS build issue (SA).
Change 3132383 on 2016/09/20 by Maciej.Mroz
#jira UE-35830 Float Curve that is set as a local variable in an actor's function is garbage collected when in Standalone, causing a crash
Array UStruct::ScriptObjectReferences is filled while compilation. GC doesn't serialize script bytecode in editor anymore.
Change 3133072 on 2016/09/20 by Maciej.Mroz
#jira UE-34388 Crash upon deleting Blueprints folder
Change 3133216 on 2016/09/20 by Dan.Oconnor
+ BlueprintSetLibrary (add, remove, find, etc)
+ HasGetTypeHash compile time function for detecting types that have GetTypeHish (modeled after HasOperatorEquals)
= SPinTypeSelector can now disable container types based on current primary type, required transition to SComboButtton/SListView from SComboBox
= Hide blueprint set library via BaseEditor.ini
#jira UE-2114
Change 3133227 on 2016/09/20 by Dan.Oconnor
Test assets for TSet
Change 3133804 on 2016/09/21 by Maciej.Mroz
#jira UE-34069 ObjectLibrary stores UBlueprint instead of BPGC
In UObjectLibrary, when bHasBlueprintClasses is true, BP references are automatically replaced by BPGC references.
Change 3133817 on 2016/09/21 by Maciej.Mroz
Fixed static Static Analysis warning
Change 3134377 on 2016/09/21 by Dan.Oconnor
ShowWorldContextObject is now inherited
#jira UE-35674
Change 3134955 on 2016/09/21 by Mike.Beach
Making it so AdvancedDisplay metadata is taken into consideration and used in MakeStruct nodes.
Change 3134965 on 2016/09/21 by Dan.Oconnor
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3135523 on 2016/09/22 by Dan.Oconnor
PR #2755: Master (Contributed by jeremyyeung)
Notable change: searching for Vector in BP editor context menu now gives different default result, prior result was mediocre, though (vector - vector)
#jira UE-35450
Change 3136508 on 2016/09/22 by Mike.Beach
Removing a bIsVisible guard for level Blueprint menu actions - this was causing level BP options to disappear when you hid sub-levels. The guard doesn't seem to matter, as those actions will be removed with the world (when it is updated, or unloaded).
#jira UE-34019
Change 3137587 on 2016/09/23 by Maciej.Mroz
#jira ODIN-1017 [Nativization] Crash while loading Hub_env level
Merged cl#3137578 from Odin branch
Change 3137666 on 2016/09/23 by Ben.Cosh
This adds the ability to map composite graph instances in the same way we map macro instances for blueprint debug data and improves the quality of the debug data providing correct information for nested macro/composite instances at any script location in instrumented blueprint compilations.
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj KismetCompiler, BlueprintGraph, UnrealEd
- This is the first part of a two part change, the subsequent change will make use of the debug output to resolve complex trees of tunnel instances in the blueprint profiler.
Change 3137800 on 2016/09/23 by Phillip.Kavan
[UE-34896] Properties are now generated for client-only Blueprint components in an uncooked server-only context.
change summary:
- bumped BlueprintObjectsVersion
- added a new 'ComponentClass' property to USCS_Node
- added a new 'ComponentClass' field to the FComponentOverrideRecord struct (UInheritableComponentHandler)
- added a USCS_Node::Serialize() override to fix up 'ComponentClass' on load (so that it's set prior to compile-on-load)
- modified USimpleConstructionScript::CreateNodeImpl() to set the ComponentClass property in a new SCS node
- modified USimpleConstructionScript::ValidateNodeTemplates() to consider the node to be valid if ComponentClass is set and is known to be filtered (i.e. the node will not be removed in this case)
- modified USimpleConstructionScript::ValidateNodeTemplates() to emit a warning message in an uncooked client-only or server-only context if the ComponentClass could not be set in an existing package (i.e. if a resave is needed)
- modified UInheritableComponentHandler::PostLoad() to fix up 'ComponentClass' on load
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to set the ComponentClass field in a new override record
- modified UInheritableComponentHandler::IsRecordValid() to consider the record to be valid if ComponentClass is set (when ComponentTemplate is NULL)
- modified UInheritableComponentHandler::IsRecordNecessary() to consider the record to be necessary if ComponentClass is set and is known to be filtered
- modified FKismetCompilerContext::CreateClassVariablesFromBlueprint() to use 'ComponentClass' rather than 'ComponentTemplate' to infer the property subtype
#jira UE-34896
Change 3137851 on 2016/09/23 by Phillip.Kavan
[UE-36079] Component overrides in a child blueprint will no longer trigger a warning message when the original component is removed from its parent.
change summary:
- modified UInheritableComponentHandler::IsRecordValid() to no longer consider a NULL OriginalTemplate to be invalid (so that the warning message is suppressed)
- modified UInheritableComponentHandler::IsRecordNecessary() to consider a NULL OriginalTemplate to be unnecessary (so that the record is still removed in this case)
#jira UE-36079
Change 3137948 on 2016/09/23 by Ben.Cosh
CIS warning fix on mac for out of order initialisation.
Change 3139351 on 2016/09/25 by Ben.Cosh
Updates the blueprint profiler to make use of the recent changes to macro/composite tunnel mapping and enhanced debug data.
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj BlueprintProfiler, Engine
- This is the second part of a two part change enabling multiple instances of nested macro/composite graphs in the blueprint profiler.
Change 3139376 on 2016/09/25 by Ben.Cosh
CIS static analysis fix for CL 3137666
Change 3139377 on 2016/09/25 by Ben.Cosh
Adding script code location checking for pure nodes that was missed in CL 3139351
#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
#Proj BlueprintProfiler
- Fixes a missed issue with pure nodes inside macros/tunnels
Change 3139624 on 2016/09/26 by Maciej.Mroz
Fixed const local variables in Nativized code
Merged cl#3139622 from Odin branch.
Change 3139641 on 2016/09/26 by Maciej.Mroz
#jira UE-31099 Renaming an input mapping does not generate a warning when compile a blueprint using that input
Since we cannot distinguish which nodes are isolated by users (and shouldn't be validated) and which nodes are isolated during expansion step (and should be validated), the isolated nodes are pruned both before and after expantion step (and validation).
Change 3139961 on 2016/09/26 by Ben.Cosh
CIS static analysis fix for CL 3137666
- missed one of the warnings in a previous attempt.
Change 3140143 on 2016/09/26 by Dan.Oconnor
Fix for component property clearing on load, submitted on behalf of Mike.Beach
#jira UE-36395
Change 3140694 on 2016/09/26 by Dan.Oconnor
Fix for GLEO when duplicating levels that have knots that reference delegates (specifically custom events)
#jira UE-34954
Change 3140772 on 2016/09/26 by Dan.Oconnor
Further hardening SGraphPin::GraphPinObj access
#jira UE-36280
Change 3140812 on 2016/09/26 by Dan.Oconnor
Corrected overzealous warning. Codepath is expected when functions are deleted but breakpoints aren't updated
#jira UE-32736
Change 3140869 on 2016/09/26 by Dan.Oconnor
Update check to handle nested DSOs
#jira UE-34568
Change 3141125 on 2016/09/27 by Maciej.Mroz
#jira UE-36326 Attempting to generate abstract class from blueprint crashes editor on compile
While reinstancing the CLASS_Abstract is cleared (just like the CLASS_Deprecated flag)
Change 3142715 on 2016/09/27 by Dan.Oconnor
Fix for crash when pasting nodes that have connections to nodes that aren't in the clipboard from one graph into another
#jira OR-29584
Change 3143469 on 2016/09/28 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3145215 on 2016/09/29 by Maciej.Mroz
#jira UE-36494 [CrashReport] UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePinEventNodeForTimelineFunction() [kismetcompiler.cpp:2062]
Change 3145580 on 2016/09/29 by Dan.Oconnor
Collapse secondary image instead of hiding it, allowing x button to be closer to primary image when secondary type image isn't present
#jira UE-36577
Change 3146470 on 2016/09/30 by Maciej.Mroz
#jira UE-36655 Failed ensure when TIleline is pasted
Restored cl#3085572 - it was lost while merging.
Change 3147046 on 2016/09/30 by Maciej.Mroz
#jira UE-34961 Assert when calling BP function with weak object parameter.
BP doesn;t support weak obj ptr as parameters - Validation added. Function, created from colappsed nodes, cannot have a parameter of weakptr type.
Change 3148022 on 2016/10/01 by Phillip.Kavan
[UE-21109] Fix component instance data loss after renaming SCS component nodes at the Blueprint class level.
change summary:
- deprecated the public USCS_Node::VariableName member and replaced it with an internal-only member accessible via Get/Set method (i need to be in control of the set logic)
- changed all occurrences of direct access to USCS_Node::VariableName to use a GetVariableName() call (since it's now internal)
- simplified USCS_Node::GetVariableName() as what it used to do was legacy and thus is no longer necessary (it's been handled by USimpleConstructionScript::PostLoad for awhile now)
- added USCS_Node::SetVariableName(); this now renames the component template (if valid) and all instances of it prior to changing the internal variable name. this ensures that archetype lookups will continue to function after a rename.
- added USCS_Node::RenameComponentTemplate() to handle SCS node component template rename logic on a variable name change
- switched the AActor::CheckComponentInstanceName() API to be publically-accessible; need to call this when renaming instanced components to match a new variable name in order to ensure that we rename any instance-only components out of the way first (this is the same logic that we run when constructing component instances on map load/RRCS, so it's consistent)
- modified UInheritableComponentHandler::PostLoad() to fix up the component template within each record to match the original template object name. this ensures that ICH-specific archetype lookups will continue to function after a rename. it also ensures that any mismatched template names in existing assets will now be fixed up on load.
- moved UActorComponent::ComponentTemplateSuffixName into the USimpleConstructionScript class (since the association is tied to templates created by that class specifically). note: this revises a change from a recent PR submission.
- modified UpdateAttachedIsEditorOnly() to check the RF_ArchetypeObject flag rather than the ComponentTemplateSuffixName (part of the revision to the recent PR submission noted above)
#jira UE-21109
Change 3148023 on 2016/10/01 by Phillip.Kavan
[UE-35562] Fix inherited Blueprinted component template defaults data loss in child Blueprint classes after recompiling the Blueprinted component class.
change summary:
- added a local FArchetypeReinstanceHelper struct + GetArchetypeObjects()/FindUniqueArchetypeObjectName() utility method implementations to KismetReinstanceUtilities.cpp
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to ensure that the full inherited component template (archetype) ancestry is renamed along with the base template when we rename the base template object away from its original name in order to make way for the new (reinstanced) template. the names must match the base template along the entire inheritance hierarchy in order for forward/reverse inherited component archetype lookups to succeed.
notes:
- BP (non-native) component templates (e.g. SCS/AddComponent nodes) that belong to the class being reinstanced (i.e. whose templates are not inherited from a parent BP) always inherit directly from the component CDO, and thus do not require this code path (that is, archetype lookups are not dependent on matching the CDO by name). similarly, native components (defined in C++) are included as part of the CDO defaults data, and thus also do not require this code path.
#jira UE-35562
Change 3148030 on 2016/10/01 by Phillip.Kavan
UT fixes for CIS warnings related to SCS node API changes.
Change 3148256 on 2016/10/02 by Ben.Cosh
This change adds the ability to filter debug/wire trace instrumenation and tracks expansion nodes for future use.
#Jira UE-34866 - No profiler timings listed for nodes executed after an interface message
#Proj KismetCompiler, BlueprintGraph, UnrealEd
Change 3148261 on 2016/10/02 by Ben.Cosh
CIS fix, some code from another changelist leaked into CL 3148256
Change 3148480 on 2016/10/03 by Ben.Cosh
This change attempts to address some profiler issues with class function context switching in the blueprint profiler.
#Jira UE-35819 - Crash occurs when instrumenting an event from a member actor
#Proj BlueprintProfiler, BlueprintGraph
Change 3148545 on 2016/10/03 by Phillip.Kavan
Skip unnecessary component validation work to fix invalid warnings when duplicating a BP class for reinstancing.
Change 3149001 on 2016/10/03 by Ben.Cosh
This fixes an issue found with the instrumented blueprint compilations in which a certain compilation path would not provide the extended composite tunnel node heararchy in debug data and removes an unneceassary check that was causing problems.
#Jira UE-36704 - Crash on PIE while profiling TestBP_ProfilerEvents in QAGame
#Proj KismetCompiler, BlueprintProfiler
Change 3149031 on 2016/10/03 by Maciej.Mroz
#jira UE-36687, UE-36691
Tunnel nodes without exec pin are not pruned before expansion.
Change 3149150 on 2016/10/03 by Maciej.Mroz
#jira UE-36685
UGameplayTagsK2Node_LiteralGameplayTag is pure.
Change 3149290 on 2016/10/03 by Maciej.Mroz
#jira UE-36750
GetBlueprintContext node is Pure.
Change 3149595 on 2016/10/03 by Mike.Beach
Fixing up some Orion content errors/warnings that should have been issues a while ago (error reporting was broken for a time, now fixed).
#jira UE-36758, UE-36759
Change 3149667 on 2016/10/03 by Mike.Beach
Fixing up some Ocean content errors as fallout from a change in Dev-Blueprints - the errors properly identified a node that was using a culled input that was uninitialized.
#jira UE-36770
Change 3149777 on 2016/10/03 by Mike.Beach
Fixing up an Orion content warning - disconnecting a cast path in Hero_Automation, now that the node is producing a warning (the cast is impossible, and therefore the path is superfluous).
#jira UE-36759
Change 3149988 on 2016/10/04 by Maciej.Mroz
#jira UE-36750, UE-36685
Fixed IsNodePure functions.
Change 3150146 on 2016/10/04 by Maciej.Mroz
#jira UE-36759
First pruning pass in done after ExpandTunnelsAndMacros is called.
Isolated tunnels are pruned just like regular nodes.
Change 3150743 on 2016/10/04 by Mike.Beach
Mirroring CL 3150661 from Dev-VREditor
Fix for crash on editor close after VR Foliage Editing.
#jira UE-36754
Change 3151104 on 2016/10/04 by Maciej.Mroz
Added comment.
Change 3151979 on 2016/10/05 by Mike.Beach
Adding the keyword "custom" to K2Node_CustomEvent, so that it is prioritized when searching the Blueprint menu.
#jira UE-35512
Change 3152286 on 2016/10/05 by Maciej.Mroz
Make sure, that an isolated node, that should be pure (but is not) won't be pruned.
[CL 3152997 by Mike Beach in Main branch]
2016-10-05 23:32:35 -04:00
const FString CleanParentVariableName = ParentNode - > GetVariableName ( ) . ToString ( ) ;
2020-03-15 10:33:45 -04:00
const FObjectProperty * ParentVariableProperty = FindFProperty < FObjectProperty > ( BPGC , * CleanParentVariableName ) ;
2015-09-10 09:15:43 -04:00
ParentVariableName = ParentVariableProperty ? FEmitHelper : : GetCppName ( ParentVariableProperty ) : CleanParentVariableName ;
2015-08-28 16:40:29 -04:00
}
2021-03-22 08:55:37 -04:00
else if ( USceneComponent * ParentComponentTemplate = Node - > GetParentComponentTemplate ( BPGC ) )
2015-08-28 16:40:29 -04:00
{
2015-09-24 09:57:06 -04:00
ParentVariableName = Context . FindGloballyMappedObject ( ParentComponentTemplate , USceneComponent : : StaticClass ( ) ) ;
2015-08-28 16:40:29 -04:00
}
2019-08-12 17:34:22 -04:00
NonNativeComponentData . ParentVariableName = ParentVariableName ;
NonNativeComponentData . AttachToName = Node - > AttachToName ;
2015-08-17 05:38:30 -04:00
}
2019-08-12 17:34:22 -04:00
NonNativeComponentData . Archetype = ObjectToCompare ;
ComponentsToInit . Add ( NonNativeComponentData ) ;
2015-08-17 05:38:30 -04:00
}
}
2015-08-28 16:40:29 -04:00
// Recursively handle child nodes.
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
if ( ! bBlockRecursion )
2015-08-28 16:40:29 -04:00
{
2019-08-12 17:34:22 -04:00
for ( USCS_Node * ChildNode : Node - > ChildNodes )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
HandleNonNativeComponent ( Context , ChildNode , OutHandledProperties , NativeCreatedComponentProperties , Node , ComponentsToInit , bBlockRecursion ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
2015-08-28 16:40:29 -04:00
}
2015-08-17 05:38:30 -04:00
2015-09-10 09:15:43 -04:00
return NativeVariablePropertyName ;
2015-08-17 05:38:30 -04:00
}
2015-09-06 07:59:37 -04:00
struct FDependenciesHelper
2015-09-04 07:50:42 -04:00
{
2016-02-26 16:58:26 -05:00
public :
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
// Keep sync with FTypeSingletonCache::GenerateSingletonName
static FString GenerateZConstructor ( UField * Item )
{
FString Result ;
if ( ! ensure ( Item ) )
{
return Result ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2967759)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2919729 on 2016/03/23 by Ben.Cosh
Support for macros in the profiler
#UEBP-177 - Macro instance handling
#Proj Kismet, BlueprintProfiler
- Adds support for timings inside macro calls
- Extends the tunnel graph support to handle multiple entry/exit sites
Change 2938064 on 2016/04/08 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
Change 2938088 on 2016/04/08 by Mike.Beach
Making bytecode produced by latent action nodes deterministic.
Change 2938101 on 2016/04/08 by Mike.Beach
Fixing a bug where the compile summary was not being reported because another compiler log was lingering - making it so the MathExpression node compiler log is not initialized with intent to report its own summary (it gets folded into the primary log).
Change 2938121 on 2016/04/08 by Phillip.Kavan
Remove a few redundant MBASM calls on variable type change.
Change 2940295 on 2016/04/11 by Dan.Oconnor
We now 'tag subobjects' of a blueprint even if it's part of the rootset, this means we correctly detect references to the BPGC in FPendingDelete::CheckForReferences(). Original rootset check dates to 2012 and I can find no justification for it currently.
#jira UE-29216
Change 2943227 on 2016/04/13 by Dan.Oconnor
Fixed improper detection of functions from interfaces that themselves inherit from some other interface
#jira UE-29440
Change 2944270 on 2016/04/14 by Phillip.Kavan
[UEBP-176] First pass at BP graph node heat map visualization while profiling.
change summary:
- added an "indicator overlay" to graph node widget layouts
- added a heat mode "mode" selector widget to the BP profiler view panel
- extended IBlueprintProfilerInterface to include APIs for accessing current heat map mode state
- added FScriptNodePerfData::GetBlueprintPerfDataForAllTracePaths() (tentative - may need revisiting)
- added SGraphNode::GetNodeIndicatorOverlayColor() and GetNodeIndicatorOverlayVisibility() delegates
- added BP-specific delegate overrides to SGraphNodeK2Base; extended to include both compact and variable nodes
Change 2946932 on 2016/04/18 by Mike.Beach
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#jira UE-26998
Change 2949968 on 2016/04/20 by Dan.Oconnor
Array access out of bounds by value is a warning again, added ability to elevate individual warnings on a per project basis (or supress them)
#jira UE-28971
Change 2950113 on 2016/04/20 by Dan.Oconnor
Removed GBlueprintCompileTime, it was not accurate. Printing BlueprintCompileAndLoadTimerData.GetTime() at start instead
Change 2951086 on 2016/04/21 by Ben.Cosh
This change addresses the edge case in the blueprint profiler that caused stats to fail when tunnel nodes were linked through to other tunnel nodes.
#jira UE-28750 - Crash compiling a Blueprint that contains a For Loop with profiler active
#Proj Kismet, BlueprintProfiler
Change 2951336 on 2016/04/21 by Ben.Cosh
This change enables blueprint breakpoints during instrumented conditions.
#jira UEBP-178 - Fix breakpoints under profiling conditions
#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler
Change 2951406 on 2016/04/21 by Ben.Cosh
Fix for blueprint profiler stats for the top level blueprint stat entry not updating correctly.
#Proj Kismet
Change 2951832 on 2016/04/21 by Ben.Cosh
Fix for certain blueprint profiler stats not being updated and collected at the blueprint container level due to incorrect tracepaths.
#Proj Kismet
#info This should fix the node heatmaps as a side effect.
#Codereview Phillip.Kavan
Change 2956696 on 2016/04/26 by Dan.Oconnor
Tweak fix for macros being BS_Dirty after loading. The current fix had the side effect of not recompiling clients of the macro after making a change to the macro and entering PIE
#jira UE-29495
Change 2957564 on 2016/04/27 by Maciej.Mroz
Various fixes related to nativized enums.
#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true
Change 2961626 on 2016/04/29 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2962747 on 2016/05/02 by Maciej.Mroz
#jira UE-30123 Cannot use abilities in nativized Orion build
GameplayAbility handles BPGC and DynamicClass the same way.
C++ backend do not assumes that some literal objects are UserDefinesEnum/UserDefinedStruct/BlueprintGeneratedClass.
Change 2965679 on 2016/05/04 by Maciej.Mroz
Increased stack size (384k) of threads spawned by Task Graph.
(Temporary?) fix for stack overflow, when amination in Orion are evaluated.
Change 2965758 on 2016/05/04 by Maciej.Mroz
#jira UE-30300 "ReturnToBase" ability does not work in nativized Orion.
Fixed CDO creation in async loaded Dynamic Class.
Fixed too restrict cast assertions.
Change 2966543 on 2016/05/04 by Maciej.Mroz
#jira UE-30235 Mac QAGame fails to package with nativization
#jira UE-30282 Match3 nativized android package fails to build
Change 2966839 on 2016/05/04 by Dan.Oconnor
Typo IMPLEMENT_MODULE creates weird linking error, also may need entry in Target.cs to get BlueprintRuntime to build. Copying that pattern from ___LoadingScreen modules
#jira UE-30333
Change 2967347 on 2016/05/05 by Maciej.Mroz
#jira UE-30196 Unable to package a copy of project with Nativize Blueprints enabled
CommandUtils.GetDirectoryName should not be used with directory path (but only with file path), because it cannot handle paths like "e:\My11Project 4.13" (containing '.'). It seems useless with directory path anyway.
[CL 2968184 by Dan Oconnor in Main branch]
2016-05-05 18:28:40 -04:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
for ( UObject * Outer = Item ; Outer ; Outer = Outer - > GetOuter ( ) )
{
if ( ! Result . IsEmpty ( ) )
{
Result = TEXT ( " _ " ) + Result ;
}
if ( Cast < UClass > ( Outer ) | | Cast < UScriptStruct > ( Outer ) )
{
FString OuterName = FEmitHelper : : GetCppName ( CastChecked < UField > ( Outer ) , true ) ;
Result = OuterName + Result ;
// Structs can also have UPackage outer.
if ( Cast < UClass > ( Outer ) | | Cast < UPackage > ( Outer - > GetOuter ( ) ) )
{
break ;
}
}
else
{
Result = Outer - > GetName ( ) + Result ;
}
}
// Can't use long package names in function names.
if ( Result . StartsWith ( TEXT ( " /Script/ " ) , ESearchCase : : CaseSensitive ) )
{
Result = FPackageName : : GetShortName ( Result ) ;
}
const FString ClassString = Item - > IsA < UClass > ( ) ? TEXT ( " UClass " ) : TEXT ( " UScriptStruct " ) ;
2016-02-26 16:58:26 -05:00
return FString ( TEXT ( " Z_Construct_ " ) ) + ClassString + TEXT ( " _ " ) + Result + TEXT ( " () " ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
} ;
2016-02-26 16:58:26 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
struct FFakeImportTableHelper
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
TSet < UObject * > SerializeBeforeSerializeStructDependencies ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
TSet < UObject * > SerializeBeforeCreateCDODependencies ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
FFakeImportTableHelper ( UStruct * SourceStruct , UClass * OriginalClass , FEmitterLocalContext & Context )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
UClass * SourceClass = Cast < UClass > ( SourceStruct ) ;
if ( ensure ( SourceStruct ) & & ensure ( ! SourceClass | | OriginalClass ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
2018-11-05 15:55:31 -05:00
auto GatherDependencies = [ this ] ( UStruct * InStruct )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
SerializeBeforeSerializeStructDependencies . Add ( InStruct - > GetSuperStruct ( ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
TArray < UObject * > ObjectsInsideStruct ;
GetObjectsWithOuter ( InStruct , ObjectsInsideStruct , true ) ;
2019-12-13 11:07:03 -05:00
for ( TFieldIterator < FProperty > It ( InStruct ) ; It ; + + It )
Reimplementing FProperty changes from //UE4/Main
+ Reimplemented FProperty related fixed from //UE4/Main:
CL#10791312, 10804850, 10851666, 10855122, 10855198, 10942138, 11030611, 11030639, 11032261, 11061515, 11136964,11138881, 11214238, 11214865
#rb none (previously reviewed in Dev-Core)
[FYI] Chris.Bunnner, Daniel.Lamb
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 11302985 via CL 11303011 via CL 11303019
#ROBOMERGE-BOT: (v0-11244347)
[CL 11303183 by robert manuszewski in Main branch]
2020-02-10 08:06:56 -05:00
{
2019-12-13 11:07:03 -05:00
FProperty * Property = * It ;
const FProperty * OwnerProperty = Property - > GetOwnerProperty ( ) ;
if ( ! OwnerProperty )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
continue ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
// TODO:
// Let UDS_A contain UDS_B. Let UDS_B contain an array or a set of UDS_A. It causes a cyclic dependency.
// Should we try to fix it at this stage?
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
const bool bIsParam = ( 0 ! = ( OwnerProperty - > PropertyFlags & CPF_Parm ) ) & & OwnerProperty - > IsIn ( InStruct ) ;
2019-12-13 11:07:03 -05:00
const bool bIsMemberVariable = ( OwnerProperty - > GetOwner < UObject > ( ) = = InStruct ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if ( bIsParam | | bIsMemberVariable ) // Affects the class signature. It is necessary while ZCOnstructor/linking.
{
TArray < UObject * > LocalPreloadDependencies ;
Property - > GetPreloadDependencies ( LocalPreloadDependencies ) ;
for ( UObject * Dependency : LocalPreloadDependencies )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
const bool bDependencyMustBeSerializedBeforeStructIsLinked = Dependency
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
& & ( Dependency - > IsA < UScriptStruct > ( ) | | Dependency - > IsA < UEnum > ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( bDependencyMustBeSerializedBeforeStructIsLinked )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
SerializeBeforeSerializeStructDependencies . Add ( Dependency ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
}
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( UClass * Class = Cast < UClass > ( InStruct ) )
{
for ( const FImplementedInterface & ImplementedInterface : Class - > Interfaces )
{
SerializeBeforeSerializeStructDependencies . Add ( ImplementedInterface . Class ) ;
}
SerializeBeforeCreateCDODependencies . Add ( Class - > GetSuperClass ( ) - > GetDefaultObject ( ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
GatherDependencies ( SourceStruct ) ;
if ( OriginalClass )
{
GatherDependencies ( OriginalClass ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
2018-11-05 15:55:31 -05:00
auto GetClassesOfSubobjects = [ this , & Context ] ( TMap < UObject * , FString > & SubobjectsMap )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
{
TArray < UObject * > Subobjects ;
SubobjectsMap . GetKeys ( Subobjects ) ;
for ( UObject * Subobject : Subobjects )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if ( Subobject )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
2018-11-05 15:55:31 -05:00
UClass * SubobjectClass = Subobject - > GetClass ( ) ;
SerializeBeforeSerializeStructDependencies . Add ( SubobjectClass ) ;
SerializeBeforeCreateCDODependencies . Add ( SubobjectClass - > GetDefaultObject ( ) ) ;
// This ensures that any nested asset dependencies will be serialized before attempting to instance a subobject that's a converted type when constructing the CDO.
if ( UBlueprintGeneratedClass * SubobjectClassAsBPGC = Cast < UBlueprintGeneratedClass > ( SubobjectClass ) )
{
if ( Context . Dependencies . ConvertedClasses . Contains ( SubobjectClassAsBPGC ) )
{
TSharedPtr < FGatherConvertedClassDependencies > SubobjectClassDependencies = FGatherConvertedClassDependencies : : Get ( SubobjectClassAsBPGC , Context . Dependencies . NativizationOptions ) ;
SerializeBeforeCreateCDODependencies . Append ( SubobjectClassDependencies - > Assets ) ;
SubobjectClassDependencies - > GatherAssetsReferencedByConvertedTypes ( SerializeBeforeCreateCDODependencies ) ;
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
}
} ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
GetClassesOfSubobjects ( Context . ClassSubobjectsMap ) ;
GetClassesOfSubobjects ( Context . CommonSubobjectsMap ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
}
}
void FillDependencyData ( const UObject * Asset , FCompactBlueprintDependencyData & CompactDataRef ) const
{
ensure ( Asset ) ;
{
//Dynamic Class requires no non-native class, owner, archetype..
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
CompactDataRef . StructDependency . bSerializationBeforeCreateDependency = false ;
CompactDataRef . StructDependency . bCreateBeforeCreateDependency = false ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
const bool bDependencyNecessaryForLinking = SerializeBeforeSerializeStructDependencies . Contains ( const_cast < UObject * > ( Asset ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// Super Class, Interfaces, ScriptStructs, Enums..
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
CompactDataRef . StructDependency . bSerializationBeforeSerializationDependency = bDependencyNecessaryForLinking ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// Everything else
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
CompactDataRef . StructDependency . bCreateBeforeSerializationDependency = ! bDependencyNecessaryForLinking ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
}
{
//everything was created for class
CompactDataRef . CDODependency . bCreateBeforeCreateDependency = false ;
2018-11-05 15:55:31 -05:00
// Classes of subobjects, created while CDO construction, including assets they depend on for their own construction
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
CompactDataRef . CDODependency . bSerializationBeforeCreateDependency = SerializeBeforeCreateCDODependencies . Contains ( const_cast < UObject * > ( Asset ) ) ;
// CDO is not serialized
CompactDataRef . CDODependency . bCreateBeforeSerializationDependency = false ;
CompactDataRef . CDODependency . bSerializationBeforeSerializationDependency = false ;
}
}
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
void FEmitDefaultValueHelper : : AddStaticFunctionsForDependencies ( FEmitterLocalContext & Context
, TSharedPtr < FGatherConvertedClassDependencies > ParentDependencies
, FCompilerNativizationOptions NativizationOptions )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
2018-11-07 11:40:46 -05:00
constexpr bool bBootTimeEDL = USE_EVENT_DRIVEN_ASYNC_LOAD_AT_BOOT_TIME ;
const bool bEnableBootTimeEDLOptimization = IsEventDrivenLoaderEnabledInCookedBuilds ( ) & & bBootTimeEDL ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
2016-09-08 20:14:18 -04:00
// HELPERS
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
UStruct * SourceStruct = Context . Dependencies . GetActualStruct ( ) ;
UClass * OriginalClass = nullptr ;
if ( UClass * SourceClass = Cast < UClass > ( SourceStruct ) )
{
OriginalClass = Context . Dependencies . FindOriginalClass ( SourceClass ) ;
}
const FString CppTypeName = FEmitHelper : : GetCppName ( SourceStruct ) ;
FFakeImportTableHelper FakeImportTableHelper ( SourceStruct , OriginalClass , Context ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
2018-11-07 11:40:46 -05:00
auto CreateAssetToLoadString = [ & Context ] ( const UObject * AssetObj ) - > FString
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
UClass * AssetType = AssetObj - > GetClass ( ) ;
if ( AssetType - > IsChildOf < UUserDefinedEnum > ( ) )
{
AssetType = UEnum : : StaticClass ( ) ;
}
else if ( AssetType - > IsChildOf < UUserDefinedStruct > ( ) )
{
AssetType = UScriptStruct : : StaticClass ( ) ;
}
else if ( AssetType - > IsChildOf < UBlueprintGeneratedClass > ( ) & & Context . Dependencies . WillClassBeConverted ( CastChecked < UBlueprintGeneratedClass > ( AssetObj ) ) )
{
AssetType = UDynamicClass : : StaticClass ( ) ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Specify the outer if it is not the package
FString OuterName ;
if ( AssetObj - > GetOuter ( ) & & ( AssetObj - > GetOuter ( ) ! = AssetObj - > GetOutermost ( ) ) )
{
OuterName = AssetObj - > GetOuter ( ) - > GetName ( ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
const FString LongPackagePath = FPackageName : : GetLongPackagePath ( AssetObj - > GetOutermost ( ) - > GetPathName ( ) ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
return FString : : Printf ( TEXT ( " FBlueprintDependencyObjectRef(TEXT( \" %s \" ), TEXT( \" %s \" ), TEXT( \" %s \" ), TEXT( \" %s \" ), TEXT( \" %s \" ), TEXT( \" %s \" )), " )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
, * LongPackagePath
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3058607 on 2016/07/20 by Mike.Beach
Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer).
Change 3059586 on 2016/07/21 by Maciej.Mroz
Added comments
Change 3061614 on 2016/07/22 by Ben.Cosh
Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru.
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Proj BlueprintProfiler
Change 3061686 on 2016/07/22 by Mike.Beach
Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other.
Change 3061760 on 2016/07/22 by Ben.Cosh
Minor refactor of the delegate event code in the profiler to fix some stubborn issues.
#Jira UE-33466 - Key events still have problems with recording event stats correctly
#Proj BlueprintProfiler, Kismet
Change 3061819 on 2016/07/22 by Maciej.Mroz
#jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order
Force a overriden function to have the same parameter's order as the original one.
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3062634 on 2016/07/23 by Mike.Beach
Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well.
Change 3062926 on 2016/07/25 by Ben.Cosh
Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions.
#Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler
#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph
- Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely
- Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events.
Change 3063406 on 2016/07/25 by Ben.Cosh
Modifying the execution graph selection highlight coloring.
#Jira none
#Proj EditorStyle
Change 3063505 on 2016/07/25 by Ben.Cosh
The blueprint profiler tunnel mapping was missing a call seek past reroute nodes
#Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication
#Proj BlueprintProfiler
Change 3063508 on 2016/07/25 by Ben.Cosh
Fixed a minor bug in the stat creation code that reported tunnel pure timings twice.
#Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view
#Proj Kismet
Change 3063511 on 2016/07/25 by Ben.Cosh
Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler.
#Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view
#Proj BlueprintProfiler
Change 3063627 on 2016/07/25 by Maciej.Mroz
#jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint
Removed premature validation.
Change 3064349 on 2016/07/26 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.)
It reduces size of executable file (2MB in Orion.exe dev config).
It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases).
Change 3064788 on 2016/07/26 by Ryan.Rauschkolb
Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis
#UE-31931
Change 3064828 on 2016/07/26 by Ryan.Rauschkolb
Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature)
#jira UE-32038
Change 3064966 on 2016/07/26 by Ryan.Rauschkolb
Fixed Comment bubbles don't handle widget visibility correctly
#UE-21278
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3068122 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Hardcoded asset paths are split, so string literals can be better reused.
Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor.
It reduced the size of OrionGame.exe 1MB.
Change 3068159 on 2016/07/28 by Maciej.Mroz
#jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint
#2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz)
Change 3069715 on 2016/07/29 by Maciej.Mroz
#jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237]
UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid.
Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization.
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3071292 on 2016/07/30 by Mike.Beach
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072078 on 2016/08/01 by Maciej.Mroz
#jira UE-33423, UE-33860
Removed too strint ensures.
Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature.
Change 3072166 on 2016/08/01 by Dan.Oconnor
PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de)
#jira UE-32997
Change 3072614 on 2016/08/01 by Mike.Beach
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
#codreview Maciej.Mroz, Phillip.Kavan
Change 3073939 on 2016/08/02 by Dan.Oconnor
Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578
#jira UE-19062
Change 3075793 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Don't make parent BP package dirty, when a component in child BP was modified.
Change 3076990 on 2016/08/04 by Ben.Cosh
This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced.
#Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Proj Kismet, BlueprintProfiler, BlueprintGraph
- Fixed inline event detection ( it was causing function stats to fail, happened across it )
- Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels.
- Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time.
- Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them.
- Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes )
- Fixed an issue with script perf data that caused nan's with no samples.
- Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings.
- Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role.
- Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings )
Change 3079235 on 2016/08/05 by Phillip.Kavan
Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once.
#Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid()
#Proj BlueprintProfiler, Kismet
- Fixed the code to focus observed pins
- Fixed event pin mapping code that was failing when linked directly to a tunnel node.
Note: Submitting on behalf of BenC (per MikeB).
Change 3080417 on 2016/08/08 by Ben.Cosh
This fixes the way execution path stats are calculated.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
Change 3080484 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Change 3080571 on 2016/08/08 by Ben.Cosh
This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
[CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
, * FPackageName : : GetShortName ( AssetObj - > GetOutermost ( ) - > GetPathName ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
, * AssetObj - > GetName ( )
, * AssetType - > GetOutermost ( ) - > GetPathName ( )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
, * AssetType - > GetName ( )
, * OuterName ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
} ;
2018-11-07 11:40:46 -05:00
auto CreateDependencyRecord = [ & NativizationOptions , & FakeImportTableHelper , & CppTypeName , OriginalClass , & CreateAssetToLoadString , bEnableBootTimeEDLOptimization ] ( const UObject * InAsset , FString & OptionalComment ) - > FCompactBlueprintDependencyData
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
ensure ( InAsset ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if ( InAsset & & IsEditorOnlyObject ( InAsset ) )
{
2019-03-04 10:23:33 -05:00
UE_LOG ( LogK2Compiler , Warning , TEXT ( " Nativized %s depends on editor only asset: %s " )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
, ( OriginalClass ? * OriginalClass - > GetPathName ( ) : * CppTypeName )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
, * InAsset - > GetPathName ( ) ) ;
OptionalComment = TEXT ( " Editor Only asset " ) ;
return FCompactBlueprintDependencyData { } ;
}
{
bool bNotForClient = false ;
bool bNotForServer = false ;
for ( const UObject * Search = InAsset ; Search & & ! Search - > IsA ( UPackage : : StaticClass ( ) ) ; Search = Search - > GetOuter ( ) )
{
bNotForClient = bNotForClient | | ! Search - > NeedsLoadForClient ( ) ;
bNotForServer = bNotForServer | | ! Search - > NeedsLoadForServer ( ) ;
}
if ( bNotForServer & & NativizationOptions . ServerOnlyPlatform )
{
OptionalComment = TEXT ( " Not for server " ) ;
return FCompactBlueprintDependencyData { } ;
}
if ( bNotForClient & & NativizationOptions . ClientOnlyPlatform )
{
OptionalComment = TEXT ( " Not for client " ) ;
return FCompactBlueprintDependencyData { } ;
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
FNativizationSummary : : FDependencyRecord & DependencyRecord = FDependenciesGlobalMapHelper : : FindDependencyRecord ( InAsset ) ;
ensure ( DependencyRecord . Index > = 0 ) ;
if ( DependencyRecord . NativeLine . IsEmpty ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3058607 on 2016/07/20 by Mike.Beach
Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer).
Change 3059586 on 2016/07/21 by Maciej.Mroz
Added comments
Change 3061614 on 2016/07/22 by Ben.Cosh
Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru.
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Proj BlueprintProfiler
Change 3061686 on 2016/07/22 by Mike.Beach
Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other.
Change 3061760 on 2016/07/22 by Ben.Cosh
Minor refactor of the delegate event code in the profiler to fix some stubborn issues.
#Jira UE-33466 - Key events still have problems with recording event stats correctly
#Proj BlueprintProfiler, Kismet
Change 3061819 on 2016/07/22 by Maciej.Mroz
#jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order
Force a overriden function to have the same parameter's order as the original one.
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3062634 on 2016/07/23 by Mike.Beach
Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well.
Change 3062926 on 2016/07/25 by Ben.Cosh
Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions.
#Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler
#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph
- Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely
- Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events.
Change 3063406 on 2016/07/25 by Ben.Cosh
Modifying the execution graph selection highlight coloring.
#Jira none
#Proj EditorStyle
Change 3063505 on 2016/07/25 by Ben.Cosh
The blueprint profiler tunnel mapping was missing a call seek past reroute nodes
#Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication
#Proj BlueprintProfiler
Change 3063508 on 2016/07/25 by Ben.Cosh
Fixed a minor bug in the stat creation code that reported tunnel pure timings twice.
#Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view
#Proj Kismet
Change 3063511 on 2016/07/25 by Ben.Cosh
Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler.
#Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view
#Proj BlueprintProfiler
Change 3063627 on 2016/07/25 by Maciej.Mroz
#jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint
Removed premature validation.
Change 3064349 on 2016/07/26 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.)
It reduces size of executable file (2MB in Orion.exe dev config).
It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases).
Change 3064788 on 2016/07/26 by Ryan.Rauschkolb
Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis
#UE-31931
Change 3064828 on 2016/07/26 by Ryan.Rauschkolb
Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature)
#jira UE-32038
Change 3064966 on 2016/07/26 by Ryan.Rauschkolb
Fixed Comment bubbles don't handle widget visibility correctly
#UE-21278
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3068122 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Hardcoded asset paths are split, so string literals can be better reused.
Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor.
It reduced the size of OrionGame.exe 1MB.
Change 3068159 on 2016/07/28 by Maciej.Mroz
#jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint
#2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz)
Change 3069715 on 2016/07/29 by Maciej.Mroz
#jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237]
UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid.
Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization.
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3071292 on 2016/07/30 by Mike.Beach
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072078 on 2016/08/01 by Maciej.Mroz
#jira UE-33423, UE-33860
Removed too strint ensures.
Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature.
Change 3072166 on 2016/08/01 by Dan.Oconnor
PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de)
#jira UE-32997
Change 3072614 on 2016/08/01 by Mike.Beach
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
#codreview Maciej.Mroz, Phillip.Kavan
Change 3073939 on 2016/08/02 by Dan.Oconnor
Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578
#jira UE-19062
Change 3075793 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Don't make parent BP package dirty, when a component in child BP was modified.
Change 3076990 on 2016/08/04 by Ben.Cosh
This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced.
#Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Proj Kismet, BlueprintProfiler, BlueprintGraph
- Fixed inline event detection ( it was causing function stats to fail, happened across it )
- Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels.
- Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time.
- Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them.
- Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes )
- Fixed an issue with script perf data that caused nan's with no samples.
- Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings.
- Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role.
- Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings )
Change 3079235 on 2016/08/05 by Phillip.Kavan
Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once.
#Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid()
#Proj BlueprintProfiler, Kismet
- Fixed the code to focus observed pins
- Fixed event pin mapping code that was failing when linked directly to a tunnel node.
Note: Submitting on behalf of BenC (per MikeB).
Change 3080417 on 2016/08/08 by Ben.Cosh
This fixes the way execution path stats are calculated.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
Change 3080484 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Change 3080571 on 2016/08/08 by Ben.Cosh
This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
[CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
DependencyRecord . NativeLine = CreateAssetToLoadString ( InAsset ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3058607 on 2016/07/20 by Mike.Beach
Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer).
Change 3059586 on 2016/07/21 by Maciej.Mroz
Added comments
Change 3061614 on 2016/07/22 by Ben.Cosh
Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru.
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Proj BlueprintProfiler
Change 3061686 on 2016/07/22 by Mike.Beach
Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other.
Change 3061760 on 2016/07/22 by Ben.Cosh
Minor refactor of the delegate event code in the profiler to fix some stubborn issues.
#Jira UE-33466 - Key events still have problems with recording event stats correctly
#Proj BlueprintProfiler, Kismet
Change 3061819 on 2016/07/22 by Maciej.Mroz
#jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order
Force a overriden function to have the same parameter's order as the original one.
Change 3061854 on 2016/07/22 by Bob.Tellez
Duplicate CL#3058653 //Fortnite/Main
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3062634 on 2016/07/23 by Mike.Beach
Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well.
Change 3062926 on 2016/07/25 by Ben.Cosh
Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions.
#Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler
#Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph
- Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely
- Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events.
Change 3063406 on 2016/07/25 by Ben.Cosh
Modifying the execution graph selection highlight coloring.
#Jira none
#Proj EditorStyle
Change 3063505 on 2016/07/25 by Ben.Cosh
The blueprint profiler tunnel mapping was missing a call seek past reroute nodes
#Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication
#Proj BlueprintProfiler
Change 3063508 on 2016/07/25 by Ben.Cosh
Fixed a minor bug in the stat creation code that reported tunnel pure timings twice.
#Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view
#Proj Kismet
Change 3063511 on 2016/07/25 by Ben.Cosh
Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler.
#Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view
#Proj BlueprintProfiler
Change 3063627 on 2016/07/25 by Maciej.Mroz
#jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint
Removed premature validation.
Change 3064349 on 2016/07/26 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.)
It reduces size of executable file (2MB in Orion.exe dev config).
It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases).
Change 3064788 on 2016/07/26 by Ryan.Rauschkolb
Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis
#UE-31931
Change 3064828 on 2016/07/26 by Ryan.Rauschkolb
Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature)
#jira UE-32038
Change 3064966 on 2016/07/26 by Ryan.Rauschkolb
Fixed Comment bubbles don't handle widget visibility correctly
#UE-21278
Change 3068095 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty.
-It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller.
-It reduces the number of FindField function calls and stativ variables in the nativized code.
List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled).
Change 3068122 on 2016/07/28 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Hardcoded asset paths are split, so string literals can be better reused.
Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor.
It reduced the size of OrionGame.exe 1MB.
Change 3068159 on 2016/07/28 by Maciej.Mroz
#jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint
#2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz)
Change 3069715 on 2016/07/29 by Maciej.Mroz
#jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237]
UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid.
Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization.
Change 3070569 on 2016/07/29 by Bob.Tellez
Duplicating CL#3070518 from //Fortnite/Main
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3071292 on 2016/07/30 by Mike.Beach
Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).
#jira UE-29631
Change 3072078 on 2016/08/01 by Maciej.Mroz
#jira UE-33423, UE-33860
Removed too strint ensures.
Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature.
Change 3072166 on 2016/08/01 by Dan.Oconnor
PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de)
#jira UE-32997
Change 3072614 on 2016/08/01 by Mike.Beach
Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.
#jira UE-29613
#codreview Maciej.Mroz, Phillip.Kavan
Change 3073939 on 2016/08/02 by Dan.Oconnor
Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578
#jira UE-19062
Change 3075793 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Don't make parent BP package dirty, when a component in child BP was modified.
Change 3076990 on 2016/08/04 by Ben.Cosh
This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced.
#Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation
#Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler
#Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled
#Proj Kismet, BlueprintProfiler, BlueprintGraph
- Fixed inline event detection ( it was causing function stats to fail, happened across it )
- Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels.
- Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time.
- Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them.
- Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes )
- Fixed an issue with script perf data that caused nan's with no samples.
- Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings.
- Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role.
- Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings )
Change 3079235 on 2016/08/05 by Phillip.Kavan
Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once.
#Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid()
#Proj BlueprintProfiler, Kismet
- Fixed the code to focus observed pins
- Fixed event pin mapping code that was failing when linked directly to a tunnel node.
Note: Submitting on behalf of BenC (per MikeB).
Change 3080417 on 2016/08/08 by Ben.Cosh
This fixes the way execution path stats are calculated.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
Change 3080484 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Change 3080571 on 2016/08/08 by Ben.Cosh
This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission.
#Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly.
#Proj Kismet
[CL 3080751 by Mike Beach in Main branch]
2016-08-08 11:42:16 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
FCompactBlueprintDependencyData Result ;
Result . ObjectRefIndex = static_cast < int16 > ( DependencyRecord . Index ) ;
FakeImportTableHelper . FillDependencyData ( InAsset , Result ) ;
return Result ;
} ;
2018-11-07 11:40:46 -05:00
auto AddAssetArray = [ & Context , SourceStruct , & CreateDependencyRecord , bEnableBootTimeEDLOptimization ] ( const TArray < const UObject * > & Assets )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
if ( Assets . Num ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Context . AddLine ( TEXT ( " const FCompactBlueprintDependencyData LocCompactBlueprintDependencyData[] = " ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
auto BlueprintDependencyTypeToString = [ ] ( FBlueprintDependencyType DependencyType ) - > FString
{
return FString : : Printf ( TEXT ( " FBlueprintDependencyType(%s, %s, %s, %s) " )
, DependencyType . bSerializationBeforeSerializationDependency ? TEXT ( " true " ) : TEXT ( " false " )
, DependencyType . bCreateBeforeSerializationDependency ? TEXT ( " true " ) : TEXT ( " false " )
, DependencyType . bSerializationBeforeCreateDependency ? TEXT ( " true " ) : TEXT ( " false " )
, DependencyType . bCreateBeforeCreateDependency ? TEXT ( " true " ) : TEXT ( " false " ) ) ;
} ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
for ( const UObject * LocAsset : Assets )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
FString OptionalComment ;
const FCompactBlueprintDependencyData DependencyRecord = CreateDependencyRecord ( LocAsset , OptionalComment ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( SourceStruct - > IsA < UClass > ( ) )
{
Context . AddLine ( FString : : Printf ( TEXT ( " {%d, %s, %s}, // %s %s " )
, DependencyRecord . ObjectRefIndex
, * BlueprintDependencyTypeToString ( DependencyRecord . StructDependency )
, * BlueprintDependencyTypeToString ( DependencyRecord . CDODependency )
, * OptionalComment
, * LocAsset - > GetFullName ( ) ) ) ;
}
else
{
Context . AddLine ( FString : : Printf ( TEXT ( " {%d, %s}, // %s %s " )
, DependencyRecord . ObjectRefIndex
, * BlueprintDependencyTypeToString ( DependencyRecord . StructDependency )
, * OptionalComment
, * LocAsset - > GetFullName ( ) ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
}
if ( Assets . Num ( ) )
{
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " }; " ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Context . AddLine ( TEXT ( " for(const FCompactBlueprintDependencyData& CompactData : LocCompactBlueprintDependencyData) " ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
Context . AddLine ( TEXT ( " { " ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " \t AssetsToLoad.%s(FBlueprintDependencyData(F__NativeDependencies::Get(CompactData.ObjectRefIndex), CompactData)); " )
, bEnableBootTimeEDLOptimization ? TEXT ( " Add " ) : TEXT ( " AddUnique " ) ) ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
}
} ;
2018-11-07 11:40:46 -05:00
// 1. GATHER UDS DEFAULT VALUE DEPENDENCIES
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
2018-11-07 11:40:46 -05:00
TSet < UObject * > References ;
for ( UUserDefinedStruct * UDS : Context . StructsWithDefaultValuesUsed )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
2018-11-07 11:40:46 -05:00
FGatherConvertedClassDependencies : : GatherAssetsReferencedByUDSDefaultValue ( References , UDS ) ;
}
for ( UObject * Obj : References )
{
Context . UsedObjectInCurrentClass . AddUnique ( Obj ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
}
2018-11-07 11:40:46 -05:00
// 2. ALL ASSETS TO LIST
TSet < const UBlueprintGeneratedClass * > OtherBPGCs ;
TSet < const UObject * > AllDependenciesToHandle = Context . Dependencies . AllDependencies ( ) ;
{
// Append used objects.
AllDependenciesToHandle . Append ( Context . UsedObjectInCurrentClass ) ;
// Remove invalid dependencies.
AllDependenciesToHandle . Remove ( nullptr ) ;
// Remove unnecessary dependencies.
for ( auto Iter = AllDependenciesToHandle . CreateIterator ( ) ; Iter ; + + Iter )
{
bool bCanExclude = false ;
if ( const UObject * ItObj = * Iter )
{
// Special case, we don't need to load any dependencies from CoreUObject.
2019-12-13 11:07:03 -05:00
static const UPackage * CoreUObjectPackage = UObject : : StaticClass ( ) - > GetOutermost ( ) ;
2018-11-07 11:40:46 -05:00
bCanExclude = ItObj - > GetOutermost ( ) = = CoreUObjectPackage ;
// We can exclude native type dependencies if EDL is not going to be enabled at boot time.
if ( ! bCanExclude & & ! bEnableBootTimeEDLOptimization )
{
if ( const UClass * ObjAsClass = Cast < const UClass > ( ItObj ) )
{
if ( ObjAsClass - > HasAnyClassFlags ( CLASS_Native ) )
{
bCanExclude = true ;
}
else if ( const UBlueprintGeneratedClass * OtherBPGC = Cast < const UBlueprintGeneratedClass > ( ObjAsClass ) )
{
// Gather the set of all non-native, non-interface class dependencies that will be converted. This is used below to help reduce code size when the EDL will not be enabled at boot time.
const UBlueprint * BP = Cast < const UBlueprint > ( OtherBPGC - > ClassGeneratedBy ) ;
if ( Context . Dependencies . WillClassBeConverted ( OtherBPGC ) & & BP & & ( BP - > BlueprintType ! = EBlueprintType : : BPTYPE_Interface ) )
{
OtherBPGCs . Add ( OtherBPGC ) ;
}
}
}
else
{
// Exclude native UENUM() types that are not user-defined.
bCanExclude | = ( ItObj - > IsA < UEnum > ( ) & & ! ItObj - > IsA < UUserDefinedEnum > ( ) ) ;
// Exclude native USTRUCT() types that are not user-defined.
bCanExclude | = ( ItObj - > IsA < UScriptStruct > ( ) & & ! ItObj - > IsA < UUserDefinedStruct > ( ) ) ;
}
}
}
if ( bCanExclude )
{
Iter . RemoveCurrent ( ) ;
}
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// 3. LIST OF UsedAssets
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( SourceStruct - > IsA < UClass > ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
FDisableOptimizationOnScope DisableOptimizationOnScope ( * Context . DefaultTarget ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " void %s::__StaticDependencies_DirectlyUsedAssets(TArray<FBlueprintDependencyData>& AssetsToLoad) " ) , * CppTypeName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
TArray < const UObject * > AssetsToAdd ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
for ( int32 UsedAssetIndex = 0 ; UsedAssetIndex < Context . UsedObjectInCurrentClass . Num ( ) ; + + UsedAssetIndex )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
{
const UObject * LocAsset = Context . UsedObjectInCurrentClass [ UsedAssetIndex ] ;
2018-11-07 11:40:46 -05:00
if ( AllDependenciesToHandle . Contains ( LocAsset ) )
{
AssetsToAdd . Add ( LocAsset ) ;
AllDependenciesToHandle . Remove ( LocAsset ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
}
AddAssetArray ( AssetsToAdd ) ;
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -05:00
// 4. REMAINING DEPENDENCIES
2015-09-04 07:50:42 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
FDisableOptimizationOnScope DisableOptimizationOnScope ( * Context . DefaultTarget ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " void %s::__StaticDependenciesAssets(TArray<FBlueprintDependencyData>& AssetsToLoad) " ) , * CppTypeName ) ) ;
2015-09-04 07:50:42 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( SourceStruct - > IsA < UClass > ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( ! OtherBPGCs . Num ( ) | | bEnableBootTimeEDLOptimization )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Context . AddLine ( FString ( TEXT ( " __StaticDependencies_DirectlyUsedAssets(AssetsToLoad); " ) ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
else
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
// To reduce the size of __StaticDependenciesAssets, all __StaticDependenciesAssets of listed BPs will be called.
FNativizationSummary : : FDependencyRecord & DependencyRecord = FDependenciesGlobalMapHelper : : FindDependencyRecord ( OriginalClass ) ;
ensure ( DependencyRecord . Index > = 0 ) ;
if ( DependencyRecord . NativeLine . IsEmpty ( ) )
{
DependencyRecord . NativeLine = CreateAssetToLoadString ( OriginalClass ) ;
}
Context . AddLine ( FString : : Printf ( TEXT ( " const int16 __OwnIndex = %d; " ) , DependencyRecord . Index ) ) ;
Context . AddLine ( FString ( TEXT ( " if(FBlueprintDependencyData::ContainsDependencyData(AssetsToLoad, __OwnIndex)) { return; } " ) ) ) ;
Context . AddLine ( TEXT ( " if(GEventDrivenLoaderEnabled && EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME){ __StaticDependencies_DirectlyUsedAssets(AssetsToLoad); } " ) ) ;
Context . AddLine ( TEXT ( " else " ) ) ;
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Context . AddLine ( FString ( TEXT ( " const bool __FirstFunctionCall = !AssetsToLoad.Num(); " ) ) ) ;
Context . AddLine ( FString ( TEXT ( " TArray<FBlueprintDependencyData> Temp; " ) ) ) ;
// Other __StaticDependenciesAssets fucntions should not see the assets added by __StaticDependencies_DirectlyUsedAssets
// But in the first function called the assets from __StaticDependencies_DirectlyUsedAssets must go first in unchanged order (to satisfy FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass)
Context . AddLine ( FString ( TEXT ( " __StaticDependencies_DirectlyUsedAssets(__FirstFunctionCall ? AssetsToLoad : Temp); " ) ) ) ;
Context . AddLine ( FString ( TEXT ( " TArray<FBlueprintDependencyData>& ArrayUnaffectedByDirectlyUsedAssets = __FirstFunctionCall ? Temp : AssetsToLoad; " ) ) ) ;
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
Context . AddLine ( FString ( TEXT ( " ArrayUnaffectedByDirectlyUsedAssets.AddUnique(FBlueprintDependencyData(F__NativeDependencies::Get(__OwnIndex), FCompactBlueprintDependencyData(__OwnIndex, {}, {}))); " ) ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
for ( const UBlueprintGeneratedClass * OtherBPGC : OtherBPGCs )
{
Context . AddLine ( FString : : Printf ( TEXT ( " %s::__StaticDependenciesAssets(ArrayUnaffectedByDirectlyUsedAssets); " ) , * FEmitHelper : : GetCppName ( OtherBPGC ) ) ) ;
}
Context . AddLine ( FString ( TEXT ( " FBlueprintDependencyData::AppendUniquely(AssetsToLoad, Temp); " ) ) ) ;
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
}
2016-09-08 20:14:18 -04:00
AddAssetArray ( AllDependenciesToHandle . Array ( ) ) ;
2015-09-04 07:50:42 -04:00
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
}
2015-09-04 07:50:42 -04:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
void FEmitDefaultValueHelper : : AddRegisterHelper ( FEmitterLocalContext & Context )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
UStruct * SourceStruct = Context . Dependencies . GetActualStruct ( ) ;
const FString CppTypeName = FEmitHelper : : GetCppName ( SourceStruct ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if ( UClass * SourceClass = Cast < UClass > ( SourceStruct ) )
{
SourceStruct = Context . Dependencies . FindOriginalClass ( SourceClass ) ;
}
const FString RegisterHelperName = FString : : Printf ( TEXT ( " FRegisterHelper__%s " ) , * CppTypeName ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " struct %s " ) , * RegisterHelperName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s() " ) , * RegisterHelperName ) ) ;
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Context . AddLine ( FString : : Printf (
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
TEXT ( " FConvertedBlueprintsDependencies::Get().RegisterConvertedClass(TEXT( \" %s \" ), &%s::__StaticDependenciesAssets); " )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
, * SourceStruct - > GetOutermost ( ) - > GetPathName ( )
, * CppTypeName ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3043219 on 2016/07/08 by Dan.Oconnor
SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends
#jira UE-32932
Change 3044844 on 2016/07/11 by Ryan.Rauschkolb
Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them
#jira UE-32683
Change 3045508 on 2016/07/11 by Mike.Beach
Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances).
#jira UE-32985
Change 3045986 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reuse hardcoded paths. Reduce amount of generated strings.
Change 3046188 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce number of TArray::operator[] calls.
Change 3046412 on 2016/07/12 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls.
Change 3046608 on 2016/07/12 by Ryan.Rauschkolb
Fixed crash when breaking all links when pins are split pins with an array type
#jira UE-31919
Change 3046755 on 2016/07/12 by Ben.Cosh
This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals.
#Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level
#Proj BlueprintProfiler, Kismet
- Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity
- Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API.
- Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes.
- Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces.
- Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted.
- Added option in the blueprint profiler toolbar to hide.show inherited events
- Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay
- Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation
- Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext
- Modified the compiler module to rebuild inherited classes with instumentation when a child is built.
Change 3047035 on 2016/07/12 by Ben.Cosh
This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data.
#Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros
#Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine
- Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution.
- Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend
- Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend.
- Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later.
- Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later.
Change 3047206 on 2016/07/12 by Ben.Cosh
This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working.
#Jira UE-32863 - Timings inside nested tunnels are still not working 100%
#Proj BlueprintProfiler
- This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035
- Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix
Change 3047468 on 2016/07/13 by Phillip.Kavan
[UE-32254] Add a normalized heatmap view mode to the Blueprint profiler.
change summary:
- added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class
- renamed GetNodeHeat*() methods to GetExclusiveHeat*()
- added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler
- changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler
- modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere
- modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere
- modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch
- added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler
- modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access)
- added FScriptHeatLevelMetrics struct
- added FScriptPerfData::SetHeatLevels()
- added FScriptExecutionNode::CalculateHeatLevelStats()
- added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type
- now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats)
- modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom)
#jira UE-32254
Change 3047513 on 2016/07/13 by Phillip.Kavan
[UE-32254] Fix code merge oversight causing compile error.
#jira UE-32254
Change 3048638 on 2016/07/13 by Phillip.Kavan
[UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled.
change summary:
- added FBlueprintEditorUtils::IsEventGraph()
- modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry
- modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
- modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name
notes:
- will also address UE-33133
#jira UE-33131
Change 3048796 on 2016/07/13 by Maciej.Mroz
FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor.
It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime).
Change 3048797 on 2016/07/13 by Ryan.Rauschkolb
Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros
#jira UE-33124
Change 3048805 on 2016/07/13 by Maciej.Mroz
#jira UE-32942 BP Nativization: Reduce the size of executable files
Reduce size of struct construction.
While generating code, structures are diff with default instances.
FLatentActionInfo and FBodyInstance are handled in a special way.
Change 3048988 on 2016/07/13 by Ben.Cosh
Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes.
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj BlueprintProfiler, Kismet
- Part 1 of these changes, this addresses standard pure node asserts in the profiler.
- The second part which is underway will address problems inside macro and tunnel instances.
Change 3050027 on 2016/07/14 by Ben.Cosh
This fixes an issue adding instrumentation to blueprints that don't implement events
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler
- The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect.
- Removed some stale ubergraph code and added some extra checks when looking up function names.
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3050275 on 2016/07/14 by Ben.Cosh
Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps.
#Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor
#Proj BlueprintProfiler
Change 3050513 on 2016/07/14 by Ryan.Rauschkolb
BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view
#jira UE-32293
Change 3050624 on 2016/07/14 by Ben.Cosh
This switches off some blueprint profiler debug defines checked in errantly in CL 3048988
#Jira UE-33141 - Crash processing pure nodes in the blueprint profiler
#Proj Kismet
Change 3052034 on 2016/07/15 by Ben.Cosh
This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj Kismet
Change 3052037 on 2016/07/15 by Mike.Beach
To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.).
#jira UE-33330
Change 3052271 on 2016/07/15 by Ryan.Rauschkolb
BP Profiler: Added persistence for display settings
#jira UE-32929
Change 3052416 on 2016/07/15 by Ben.Cosh
This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes.
#Jira UE-33254 - Crash processing pure nodes on tunnel boundaries
#Proj BlueprintProfiler, Kismet
- Added map through tunnel functionality for pure nodes
- Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function.
- Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error.
- Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes.
Change 3052791 on 2016/07/16 by Ben.Cosh
Fix for the internal function appearance for profiler stats, it was failing to display function inner stats.
#Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped
#Proj BlueprintProfiler
Change 3052794 on 2016/07/16 by Ben.Cosh
This fixes function return stats to be colored correctly in the blueprint profiler
#Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view.
#Proj BlueprintProfiler
Change 3052957 on 2016/07/17 by Ben.Cosh
Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler
#Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window
#Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window
#Proj BlueprintProfiler, Kismet, UnrealEd
Change 3052964 on 2016/07/17 by Ben.Cosh
Renaming exclusive timings internally inside the blueprint profiler.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler
- Doesn't resolve UE-32264, its more of a supporting change
- Refactoring node exclusive API naming conventions to reflect the decision to go with average.
Change 3052979 on 2016/07/17 by Ben.Cosh
This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler
#Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples
#Jira UE-32271 - Sequence node stats are recording a sample for every output pin.
#Proj BlueprintProfiler, Kismet
- Added SampleBase so the perfdata can account for re-entrant samples.
- Fixed sequence node re-entrant/sample count stats
- Added a second number format for times and made times work and display in Millisecs rather than seconds.
- Added trace histories for the tunnel entry/exit sites.
Change 3052986 on 2016/07/17 by Ben.Cosh
This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping.
#Jia UE-30591 - Profiler Heatwires fail at times around macro nodes
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Proj BlueprintProfiler
Change 3053027 on 2016/07/17 by Ben.Cosh
Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj BlueprintProfiler, Kismet
- Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts.
Change 3053886 on 2016/07/18 by Maciej.Mroz
#jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen..
Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree.
Change 3053904 on 2016/07/18 by Ben.Cosh
This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly.
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler, Kismet
- A minor update to the exit site mapping of tunnels to avoid the issue.
Change 3053920 on 2016/07/18 by Ben.Cosh
Disabling the heat display for the max time column in the blueprint profiler.
#Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy)
#Proj Kismet
Change 3053985 on 2016/07/18 by Maciej.Mroz
#jira UE-33035, UE-32951
BP Nativization:
- Dependencies for UserDefinedStruct default values
- Fixed array of class declaration.
Change 3054266 on 2016/07/18 by Ben.Cosh
Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check )
#Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly.
#Proj BlueprintProfiler
Change 3054357 on 2016/07/18 by Phillip.Kavan
BP Profiler - misc. UI polish
change summary:
- stat columns are now right-justified; stats centered vertically within cells; samples column is centered
- darkened the profiler view's content area a bit to help hotspot stats stand out a bit better
- made it so that the columns will stretch to fill the content area when the BP editor window is maximized
- exec node name column text now remains white when selected (to be consistent w/ stat text)
- desaturated the tree view highlight to work better w/ the darker content area and light stat/name text
Change 3054504 on 2016/07/18 by Ben.Cosh
Removing the hottest endpoint profiler wire option from the blueprint profiler.
#Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization
#Proj BlueprintProfiler, Kismet
Change 3055145 on 2016/07/19 by Maciej.Mroz
Fixed a missing header problem when "bDontNativizeDataOnlyBP=false"
Change 3055187 on 2016/07/19 by Maciej.Mroz
#jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph
Change 3055366 on 2016/07/19 by Maciej.Mroz
#jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive
Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself.
Change 3055415 on 2016/07/19 by Ben.Cosh
Fixing up some average timing namings that regressed/were missed to exclusive.
#Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings
#Proj BlueprintProfiler, GraphEditor, Kismet
Change 3055708 on 2016/07/19 by Phillip.Kavan
[UE-32929] BP profiler tool - display/threshold options are now being saved.
change summary:
- added properties for stat display options to BP profiler settings.
- moved custom threshold values from experimental editor settings to BP profiler settings object.
- removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages).
- modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config).
- modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config).
- consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type.
- added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods).
#jira UE-32929
Change 3055801 on 2016/07/19 by Mike.Beach
Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor.
#jira UE-33328
Change 3056088 on 2016/07/19 by Ben.Cosh
This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them )
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-33451 - Stats issues with Sequence nodes
#Jira UE-33105 - Stats issues with Sequence nodes
#Proj BlueprintProfiler, Kismet
- Did a pass through tunnel stats and got them working in the non instance view
- Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings )
- Fixed complex tunnel widget generation ( it was missig the input pin links )
- Fixed simple tunnel widget generation
- Moved pure chain exec nodes over to being FScriptExecutionPureNode's
- Fixed blueprint pure timings
- Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day )
- Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working.
- Made average stats always show when samples are present.
Change 3056373 on 2016/07/19 by Maciej.Mroz
#jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them
Change 3057320 on 2016/07/20 by Maciej.Mroz
#jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow
FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP).
Change 3057341 on 2016/07/20 by Maciej.Mroz
#jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion
Change 3057448 on 2016/07/20 by Maciej.Mroz
#jira UE-28941 Contains node giving incorrect result with literal Enum
Any literal, passed as parameter to any Custom Thunk function, will have a proper type.
Change 3057764 on 2016/07/20 by Ben.Cosh
This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert.
#Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint
#Proj BlueprintProfiler
[CL 3058256 by Mike Beach in Main branch]
2016-07-20 15:38:03 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " static %s Instance; " ) , * RegisterHelperName ) ) ;
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " }; " ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s %s::Instance; " ) , * RegisterHelperName , * RegisterHelperName ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
void FEmitDefaultValueHelper : : GenerateCustomDynamicClassInitialization ( FEmitterLocalContext & Context , TSharedPtr < FGatherConvertedClassDependencies > ParentDependencies )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
2019-08-12 17:34:22 -04:00
UBlueprintGeneratedClass * BPGC = CastChecked < UBlueprintGeneratedClass > ( Context . GetCurrentlyGeneratedClass ( ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
const FString CppClassName = FEmitHelper : : GetCppName ( BPGC ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
FDisableOptimizationOnScope DisableOptimizationOnScope ( * Context . DefaultTarget ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " void %s::__CustomDynamicClassInitialization(UDynamicClass* InDynamicClass) " ) , * CppClassName ) ) ;
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ReferencedConvertedFields ) ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , MiscConvertedSubobjects ) ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , DynamicBindingObjects ) ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ComponentTemplates ) ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , Timelines ) ) ) ;
2019-08-14 12:44:32 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(0 == InDynamicClass->%s.Num()); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ComponentClassOverrides ) ) ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " ensure(nullptr == InDynamicClass->%s); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , AnimClassImplementation ) ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->%s(); " ) , GET_FUNCTION_NAME_STRING_CHECKED ( UDynamicClass , AssembleReferenceTokenStream ) ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . CurrentCodeType = FEmitterLocalContext : : EGeneratedCodeType : : SubobjectsOfClass ;
Context . ResetPropertiesForInaccessibleStructs ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( Context . Dependencies . ConvertedEnum . Num ( ) )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . AddLine ( TEXT ( " // List of all referenced converted enums " ) ) ;
}
2019-08-12 17:34:22 -04:00
for ( UUserDefinedEnum * LocEnum : Context . Dependencies . ConvertedEnum )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->%s.Add(LoadObject<UEnum>(nullptr, TEXT( \" %s \" ))); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ReferencedConvertedFields ) , * ( LocEnum - > GetPathName ( ) . ReplaceCharWithEscapedChar ( ) ) ) ) ;
Context . EnumsInCurrentClass . Add ( LocEnum ) ;
}
if ( Context . Dependencies . ConvertedClasses . Num ( ) )
{
Context . AddLine ( TEXT ( " // List of all referenced converted classes " ) ) ;
}
2019-08-12 17:34:22 -04:00
for ( UBlueprintGeneratedClass * LocStruct : Context . Dependencies . ConvertedClasses )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
UClass * ClassToLoad = Context . Dependencies . FindOriginalClass ( LocStruct ) ;
if ( ensure ( ClassToLoad ) )
{
if ( ParentDependencies . IsValid ( ) & & ParentDependencies - > ConvertedClasses . Contains ( LocStruct ) )
{
continue ;
}
FString ClassConstructor ;
if ( ClassToLoad - > HasAnyClassFlags ( CLASS_Interface ) )
{
const FString ClassZConstructor = FDependenciesHelper : : GenerateZConstructor ( ClassToLoad ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " extern UClass* %s; " ) , * ClassZConstructor ) ) ;
ClassConstructor = ClassZConstructor ;
}
else
{
ClassConstructor = FString : : Printf ( TEXT ( " %s::StaticClass() " ) , * FEmitHelper : : GetCppName ( ClassToLoad ) ) ;
}
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->%s.Add(%s); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ReferencedConvertedFields ) , * ClassConstructor ) ) ;
//Context.AddLine(FString::Printf(TEXT("InDynamicClass->ReferencedConvertedFields.Add(LoadObject<UClass>(nullptr, TEXT(\"%s\")));")
// , *(ClassToLoad->GetPathName().ReplaceCharWithEscapedChar())));
}
}
if ( Context . Dependencies . ConvertedStructs . Num ( ) )
{
Context . AddLine ( TEXT ( " // List of all referenced converted structures " ) ) ;
}
2019-08-12 17:34:22 -04:00
for ( UUserDefinedStruct * LocStruct : Context . Dependencies . ConvertedStructs )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( ParentDependencies . IsValid ( ) & & ParentDependencies - > ConvertedStructs . Contains ( LocStruct ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
{
continue ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const FString StructConstructor = FDependenciesHelper : : GenerateZConstructor ( LocStruct ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " extern UScriptStruct* %s; " ) , * StructConstructor ) ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->%s.Add(%s); " ) , GET_MEMBER_NAME_STRING_CHECKED ( UDynamicClass , ReferencedConvertedFields ) , * StructConstructor ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
TArray < UActorComponent * > ActorComponentTempatesOwnedByClass = BPGC - > ComponentTemplates ;
// Gather all CT from SCS and IH, the remaining ones are generated for class..
2019-08-12 17:34:22 -04:00
if ( USimpleConstructionScript * SCS = BPGC - > SimpleConstructionScript )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
// >>> This code should be removed, once UE-39168 is fixed
//TODO: it's an ugly workaround - template from DefaultSceneRootNode is unnecessarily cooked :(
2021-02-01 19:17:54 -04:00
UActorComponent * DefaultSceneRootComponentTemplate = SCS - > GetDefaultSceneRootNode ( ) ? ToRawPtr ( SCS - > GetDefaultSceneRootNode ( ) - > ComponentTemplate ) : nullptr ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( DefaultSceneRootComponentTemplate )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
ActorComponentTempatesOwnedByClass . Add ( DefaultSceneRootComponentTemplate ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// <<< This code should be removed, once UE-39168 is fixed
2019-08-12 17:34:22 -04:00
for ( USCS_Node * Node : SCS - > GetAllNodes ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
ActorComponentTempatesOwnedByClass . RemoveSwap ( Node - > ComponentTemplate ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
}
}
2019-08-12 17:34:22 -04:00
if ( UInheritableComponentHandler * IH = BPGC - > GetInheritableComponentHandler ( ) )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
TArray < UActorComponent * > AllTemplates ;
IH - > GetAllTemplates ( AllTemplates ) ;
ActorComponentTempatesOwnedByClass . RemoveAllSwap ( [ & ] ( UActorComponent * Component ) - > bool
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
return AllTemplates . Contains ( Component ) ;
} ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . AddLine ( TEXT ( " FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass(InDynamicClass, &__StaticDependencies_DirectlyUsedAssets); " ) ) ;
ensure ( 0 = = Context . MiscConvertedSubobjects . Num ( ) ) ;
for ( UObject * LocalTemplate : Context . TemplateFromSubobjectsOfClass )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
HandleClassSubobject ( Context , LocalTemplate , FEmitterLocalContext : : EClassSubobjectList : : MiscConvertedSubobjects , true , true , true ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
auto CreateAndInitializeClassSubobjects = [ & ] ( bool bCreate , bool bInitialize )
{
2019-08-12 17:34:22 -04:00
for ( UActorComponent * ComponentTemplate : ActorComponentTempatesOwnedByClass )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( ComponentTemplate )
{
HandleClassSubobject ( Context , ComponentTemplate , FEmitterLocalContext : : EClassSubobjectList : : ComponentTemplates , bCreate , bInitialize ) ;
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
2019-08-12 17:34:22 -04:00
for ( UTimelineTemplate * TimelineTemplate : BPGC - > Timelines )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( TimelineTemplate )
{
HandleClassSubobject ( Context , TimelineTemplate , FEmitterLocalContext : : EClassSubobjectList : : Timelines , bCreate , bInitialize ) ;
}
}
2019-08-12 17:34:22 -04:00
for ( UDynamicBlueprintBinding * DynamicBindingObject : BPGC - > DynamicBindingObjects )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( DynamicBindingObject )
{
HandleClassSubobject ( Context , DynamicBindingObject , FEmitterLocalContext : : EClassSubobjectList : : DynamicBindingObjects , bCreate , bInitialize ) ;
}
}
FBackendHelperUMG : : CreateClassSubobjects ( Context , bCreate , bInitialize ) ;
} ;
CreateAndInitializeClassSubobjects ( true , false ) ;
CreateAndInitializeClassSubobjects ( false , true ) ;
2019-08-14 12:44:32 -04:00
for ( const FBPComponentClassOverride & Override : BPGC - > ComponentClassOverrides )
{
if ( Override . ComponentClass )
{
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->ComponentClassOverrides.Emplace(MakeTuple(FName( \" %s \" ), FindObject<UClass>(ANY_PACKAGE,TEXT( \" %s \" )))); " ) , * Override . ComponentName . ToString ( ) , * Override . ComponentClass - > GetPathName ( ) ) ) ;
}
else
{
2019-08-20 08:39:28 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->ComponentClassOverrides.Emplace(MakeTuple(FName( \" %s \" ), nullptr)); " ) , * Override . ComponentName . ToString ( ) ) ) ;
2019-08-14 12:44:32 -04:00
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
FBackendHelperAnim : : CreateAnimClassData ( Context ) ;
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Context . CurrentCodeType = FEmitterLocalContext : : EGeneratedCodeType : : Regular ;
Context . ResetPropertiesForInaccessibleStructs ( ) ;
FBackendHelperUMG : : EmitWidgetInitializationFunctions ( Context ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
}
2015-09-30 06:29:24 -04:00
void FEmitDefaultValueHelper : : GenerateConstructor ( FEmitterLocalContext & Context )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
UBlueprintGeneratedClass * BPGC = CastChecked < UBlueprintGeneratedClass > ( Context . GetCurrentlyGeneratedClass ( ) ) ;
2015-09-08 06:44:17 -04:00
const FString CppClassName = FEmitHelper : : GetCppName ( BPGC ) ;
2015-08-17 05:38:30 -04:00
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
UClass * SuperClass = BPGC - > GetSuperClass ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
const bool bSuperHasObjectInitializerConstructor = SuperClass & & SuperClass - > HasMetaData ( TEXT ( " ObjectInitializerConstructorDeclared " ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
UObject * CDO = BPGC - > GetDefaultObject ( false ) ;
2015-09-04 07:50:42 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
UObject * ParentCDO = BPGC - > GetSuperClass ( ) - > GetDefaultObject ( false ) ;
check ( CDO & & ParentCDO ) ;
2015-08-17 05:38:30 -04:00
2019-12-13 11:07:03 -05:00
TArray < const FProperty * > AnimNodeProperties ;
2015-09-14 09:23:48 -04:00
TArray < FString > NativeCreatedComponentProperties ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
2015-09-10 09:15:43 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
FDisableOptimizationOnScope DisableOptimizationOnScope ( * Context . DefaultTarget ) ;
Context . CurrentCodeType = FEmitterLocalContext : : EGeneratedCodeType : : CommonConstructor ;
Context . ResetPropertiesForInaccessibleStructs ( ) ;
Context . AddLine ( FString : : Printf ( TEXT ( " %s::%s(const FObjectInitializer& ObjectInitializer) : Super(%s) " )
, * CppClassName
, * CppClassName
, bSuperHasObjectInitializerConstructor ? TEXT ( " ObjectInitializer " ) : TEXT ( " " ) ) ) ;
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
2015-09-10 09:15:43 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Subobjects that must be fixed after serialization
TArray < FDefaultSubobjectData > SubobjectsToInit ;
2019-08-12 17:34:22 -04:00
TArray < FNonNativeComponentData > ComponentsToInit ;
2015-09-10 09:15:43 -04:00
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . AddLine ( TEXT ( " " ) ) ;
FString NativeRootComponentFallback ;
2019-12-13 11:07:03 -05:00
TSet < const FProperty * > HandledProperties ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Generate ctor init code for native class default subobjects that are always instanced (e.g. components).
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// @TODO - We can probably make this faster by generating code to directly index through the DSO array instead (i.e. in place of HandleInstancedSubobject which will generate a lookup call per DSO).
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
TArray < UObject * > NativeDefaultObjectSubobjects ;
BPGC - > GetDefaultObjectSubobjects ( NativeDefaultObjectSubobjects ) ;
2019-08-12 17:34:22 -04:00
for ( UObject * DSO : NativeDefaultObjectSubobjects )
2015-08-28 16:40:29 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( DSO & & DSO - > GetClass ( ) - > HasAnyClassFlags ( CLASS_DefaultToInstanced ) )
2015-09-09 17:50:03 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Determine if this is an editor-only subobject.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
const bool bIsEditorOnlySubobject = DSO - > IsEditorOnly ( ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Skip ctor code gen for editor-only subobjects, since they won't be used by the runtime. Any dependencies on editor-only subobjects will be handled later (see HandleInstancedSubobject).
if ( ! bIsEditorOnlySubobject )
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Create a local variable to reference the instanced subobject. We defer any code generation for DSO property initialization so that all local references are declared at the same scope.
FDefaultSubobjectData * SubobjectData = new ( SubobjectsToInit ) FDefaultSubobjectData ( ) ;
const FString VariableName = HandleInstancedSubobject ( Context , DSO , /* bCreateInstance = */ false , /* bSkipEditorOnlyCheck = */ true , SubobjectData ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Keep track of which component can be used as a root, in case it's not explicitly set.
if ( NativeRootComponentFallback . IsEmpty ( ) )
2015-08-28 16:40:29 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
USceneComponent * SceneComponent = Cast < USceneComponent > ( DSO ) ;
if ( SceneComponent & & ! SceneComponent - > GetAttachParent ( ) & & SceneComponent - > CreationMethod = = EComponentCreationMethod : : Native )
{
NativeRootComponentFallback = VariableName ;
}
2015-08-28 16:40:29 -04:00
}
}
}
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Emit the code to initialize all instanced default subobjects now referenced by a local variable.
2019-08-12 17:34:22 -04:00
for ( FDefaultSubobjectData & DSOEntry : SubobjectsToInit )
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
{
DSOEntry . EmitPropertyInitialization ( Context ) ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Check for a valid RootComponent property value; mark it as handled if already set in the defaults.
bool bNeedsRootComponentAssignment = false ;
static const FName RootComponentPropertyName ( TEXT ( " RootComponent " ) ) ;
2020-03-15 10:33:45 -04:00
const FObjectProperty * RootComponentProperty = FindFProperty < FObjectProperty > ( BPGC , RootComponentPropertyName ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( RootComponentProperty )
2015-09-10 09:15:43 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( RootComponentProperty - > GetObjectPropertyValue_InContainer ( CDO ) )
2015-09-10 09:15:43 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
HandledProperties . Add ( RootComponentProperty ) ;
}
else if ( ! NativeRootComponentFallback . IsEmpty ( ) )
{
Context . AddLine ( FString : : Printf ( TEXT ( " RootComponent = %s; " ) , * NativeRootComponentFallback ) ) ;
HandledProperties . Add ( RootComponentProperty ) ;
}
else
{
bNeedsRootComponentAssignment = true ;
}
}
2015-09-10 09:15:43 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Generate ctor init code for the SCS node hierarchy (i.e. non-native components). SCS nodes may have dependencies on native DSOs, but not vice-versa.
TArray < const UBlueprintGeneratedClass * > BPGCStack ;
const bool bErrorFree = UBlueprintGeneratedClass : : GetGeneratedClassesHierarchy ( BPGC , BPGCStack ) ;
if ( bErrorFree )
{
// Start at the base of the hierarchy so that dependencies are handled first.
for ( int32 i = BPGCStack . Num ( ) - 1 ; i > = 0 ; - - i )
{
if ( BPGCStack [ i ] - > SimpleConstructionScript )
{
for ( USCS_Node * Node : BPGCStack [ i ] - > SimpleConstructionScript - > GetRootNodes ( ) )
{
if ( Node )
2015-09-10 09:15:43 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const FString NativeVariablePropertyName = HandleNonNativeComponent ( Context , Node , HandledProperties , NativeCreatedComponentProperties , nullptr , ComponentsToInit , false ) ;
if ( bNeedsRootComponentAssignment & & Node - > ComponentTemplate & & Node - > ComponentTemplate - > IsA < USceneComponent > ( ) & & ! NativeVariablePropertyName . IsEmpty ( ) )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Only emit the explicit root component assignment statement if we're looking at the child BPGC that we're generating ctor code
// for. In all other cases, the root component will already be set up by a chained parent ctor call, so we avoid stomping it here.
if ( i = = 0 )
{
Context . AddLine ( FString : : Printf ( TEXT ( " RootComponent = %s; " ) , * NativeVariablePropertyName ) ) ;
HandledProperties . Add ( RootComponentProperty ) ;
}
bNeedsRootComponentAssignment = false ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
2015-09-10 09:15:43 -04:00
}
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
//TODO: UGLY HACK for "zombie" nodes - UE-40026
for ( USCS_Node * Node : BPGCStack [ i ] - > SimpleConstructionScript - > GetAllNodes ( ) )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( Node )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
{
2019-08-12 17:34:22 -04:00
const bool bNodeWasProcessed = nullptr ! = ComponentsToInit . FindByPredicate ( [ = ] ( const FNonNativeComponentData & InData ) { return Node = = InData . SCSNode ; } ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( ! bNodeWasProcessed )
{
HandleNonNativeComponent ( Context , Node , HandledProperties , NativeCreatedComponentProperties , nullptr , ComponentsToInit , true ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3255454)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3236615 on 2016/12/15 by Maciej.Mroz
Nativization: Fixed getter fuctions in FUnconvertedWrapper, the returned ref won;t be const.
Change 3236967 on 2016/12/15 by Dan.Oconnor
Test data showing an error for jira issue UE-39808
Change 3237021 on 2016/12/15 by Dan.Oconnor
UE31622 test data
Change 3237046 on 2016/12/15 by Dan.Oconnor
UE-14123 test data
Change 3239289 on 2016/12/17 by Phillip.Kavan
[UE-38999] Dump component tree node hierarchy to the output log on error state during widget generation.
change summary:
- added FOnTableViewBadState delegate parameter to SSCSEditorDragDropTree
- added SSCSEditor::DumpTree() as the FOnTableViewBadState delegate implementatioon for the STableView widget (to provide us with more info on future occurrences)
#jira UE-38999
Change 3239448 on 2016/12/19 by Maciej.Mroz
#jira UE-39794
New way of collecting dependencies assets. Only directly used assets are listed. It will be used in projects with EDL enabled, once the "EDL boot time" is enabled.
Nativized projects with EDL disabled use the new mechanism as well. They use new __StaticDependenciesAssets functions generator. __StaticDependenciesAssets calls recursively __StaticDependenciesAssets of all Blueprints, that the current BP depends on. It reduces the size of __StaticDependenciesAssets.
Notice, that at the moment, this change should no affect any projects with EDL enabled (because the EDL boot time doesn't work yet).
Change 3239778 on 2016/12/19 by Phillip.Kavan
[UE-39854] Fix nativized assets build error when there are no native code dependencies.
change summary:
- modified FDependenciesGlobalMapHelper::EmitBodyCode() to emit a NULL entry when there are no other entries to emit, in order to avoid a zero-length array initialization error at compile time.
#jira UE-39854
Change 3239965 on 2016/12/19 by Phillip.Kavan
[UE-39733] Fix incorrect graph pin value display names for user-defined enum types.
change summary:
- switched UEnum::GetDisplayNameText() to be a virtual API
- added a UUserDefinedEnum::GetDisplayNameText() override to call FEnumEditorUtils::GetEnumeratorDisplayName()
#jira UE-39733
Change 3240422 on 2016/12/19 by Dan.Oconnor
Remove useless counter. ensureMsgf only fires once
Change 3242313 on 2016/12/21 by Phillip.Kavan
[UE-35418] The Actor details view will now refresh property mappings for the current Actor instance selection after a bytecode-only recompile of its Blueprint class as a dependency during reinstancing.
change summary:
- Modified FBlueprintCompileReinstancer::ReinstanceObjects() to invoke SelectActor() on the current editor selection after a bytecode-only recompile of its class as a dependent BP (i.e. when reinstancing/finalization is not actually incurred). This is meant to be consistent with how the refresh for the current Actor selection is handled by the reinstancer in the other cases.
#jira UE-35418
Change 3242409 on 2016/12/21 by Dan.Oconnor
PR #2995: Arbitrary base logarithm blueprint node (Contributed by Valkrysa)
#jira UE-39169
Change 3243207 on 2016/12/22 by Phillip.Kavan
[UE-39816] Renaming interface input/output parameters will no longer cause broken pin links at interface function call sites in Blueprints that are currently loaded.
change summary:
- modified FBasePinChangeHelper::Broadcast() to consider pin changes sourced from an interface Blueprint
- also revised non-interface function call site check code a bit to try and avoid doing some unnecessary work when possible, since this code runs through every call site node
#jira UE-39816
Change 3243210 on 2016/12/22 by Phillip.Kavan
[UE-39944] Extend the GetClassDefaults node to include output pin exceptions for TSet/TMap properties (i.e. mirror safeguards already in place for TArray).
change summary:
- deprecated 'bExcludeObjectArrays' and replaced with 'bExcludeObjectContainers' (not using a redirect because I need the old property serialized on load for backwards-compatibility)
- modified FClassDefaultsOptionalPinManager's ctor to consider both flags
- modified FClassDefaultsOptionalPinManager::CanTreatPropertyAsOptional() to also test for TSet/TMap types, and exclude them if they contain a non-class UObject property as the inner type (same as we do for TArray)
- modified UK2Node_GetClassDefaults::ValidateNodeDuringCompilation() to also test for TSet/TMap types, and emit a warning for existing pin connections that would have otherwise failed for newly-placed nodes (same as TArray)
- modified UK2Node_GetClassDefaults::ExpandNode() to generate the necessary script needed to create a copy of TSet/TMap property value outputs (same as we do for TArray types)
#jira UE-39944
Change 3243373 on 2016/12/23 by Maciej.Mroz
#jira UE-39794
-Nativized build with EDL enabled use new dependency-gathering system. It shrinks size of the .exe file. This code will change once the boot time EDL is enabled.
-In nativized code, ZCOnstructors are not called. They are replaced by ::StaticClass(). Static class doesn't call noting recursively. We still need to fix interfaces (they have no StaticClass).
- Workaround for UE-40026
- Various minior improvements.
Change 3244038 on 2016/12/28 by Phillip.Kavan
[UE-34488] Child Blueprint assets are now marked as dirty if its parent Blueprint incurs a strucutural change.
change summary:
- modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call MarkPackageDirty() after a skeleton-only compile pass on a child Blueprint.
notes:
- this only fixes the issue for child Blueprints that are loaded when the change to the parent Blueprint occurs. unloaded child Blueprints would still need a redirector to fix this up on load.
#jira UE-34488
Change 3244087 on 2016/12/28 by Phillip.Kavan
CIS warning fix (C6236).
Change 3244388 on 2016/12/30 by Phillip.Kavan
[UE-39816] Fix broken pin links caused by renaming interface function input/output parameters prior to compiling the interface, but after renaming the function itself.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to prefer the skeleton class when searching, as that is always up-to-date.
- modified FBlueprintEditorUtils::RenameGraph() to update *all* function call site nodes, rather than just those within the current Blueprint class scope.
#jira UE-39816
Change 3245322 on 2017/01/03 by Maciej.Mroz
#jira UE-40125
Fixed a crash when implementing a native interface in a BP
Change 3245667 on 2017/01/03 by Mike.Beach
Mirroring CL 3245664 - Making it so level script bound nodes are fixed up on load (in case the level instances were saved out without the bindings).
#jira UE-39950
Change 3247675 on 2017/01/05 by Maciej.Mroz
BP is not DataOnly, when it overrides an inherited component
related to UE-40131
Change 3247985 on 2017/01/05 by Maciej.Mroz
NativizationSummary object is always present.
#jira UE-40035
Change 3249423 on 2017/01/06 by Mike.Beach
Mirroring CL 3248792 from Orion.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3249568 on 2017/01/06 by Mike.Beach
Updating the UBlueprintThumbnailRenderer API so it can be sub-classed by plugin/projects.
PR #2899: Expose UBlueprintThumbnailRenderer in the API (Contributed by e-agaubatz)
#jira UE-38004
Change 3251903 on 2017/01/10 by Phillip.Kavan
[UE-31640] Function inputs are now exposed as variable "Get" nodes via the right-click context menu in a Blueprint function graph context.
Note: Changes are based on shelved CL# 2452724, original proof-of-concept code (credit: Michael.Noland).
#jira UE-31640
#fyi Michael.Noland
Change 3252119 on 2017/01/10 by Phillip.Kavan
CIS fix (shadowed variable).
Change 3252744 on 2017/01/10 by Dan.Oconnor
Add GMinimalCompileOnLoad path for postponing compile on load until all data has been loaded - long term this will be used to improve bp compiler infrastructure (performance, correctness, succinctness)
Change 3252968 on 2017/01/10 by Phillip.Kavan
[UE-36798] Fix for an infinite loop case in the math expression parser.
#jira UE-36798
Change 3253153 on 2017/01/10 by Dan.Oconnor
Fixed construction scripts not being loaded before instancing occurs when using new lighter compile path
Change 3253171 on 2017/01/10 by Mike.Beach
Mirrored CL 3253147.
Properly fills out FPropertyChangedEvent's MemberProperty field, for the property editor's NotifyHook. As its comment implies, "MemberProperty" is meant to represent the outermost property (in scenarios, like with nested struct properties). It was not working this way, and was instead set to the same nested property.
Change 3253220 on 2017/01/10 by Dan.Oconnor
These pins should infer together
#jira UE-40427
Change 3253223 on 2017/01/10 by Phillip.Kavan
[UE-35050] Fix a crash that occurs on an attempt to rename the category of an implemented interface function inherited from a native parent class in the My Blueprint panel.
change summary:
- modified FBlueprintEditorUtils::FindFunctionInImplementedInterfaces() to accept an additional input parameter so that callers can opt-in to searching all inherited interface classes
- modified SMyBlueprint::CanRequestRenameOnActionNode() to prevent rename on implemented interface functions inherited from a native parent class
#jira UE-35050
Change 3253259 on 2017/01/10 by Dan.Oconnor
Quick cleanup, this stuff is in progress
Change 3253983 on 2017/01/11 by Phillip.Kavan
[UE-35629] Disable external curve asset creation when editing a local variable's default value in a Blueprint graph.
change summary:
- modified FCurveStructCustomization::CustomizeChildren() to set the "create" button visibility to "collapsed" when the Owner is NULL (as the default asset path is inferred from the Owner's package).
#jira UE-35629
Change 3254024 on 2017/01/11 by Phillip.Kavan
[UE-40131] Non-native child BPs can now properly override a nativized parent BP's components in a cooked build with exclusive Blueprint class nativiation.
change summary:
- added UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides()
- switched FComponentKey::OwnerClass type from UBlueprintGeneratedClass to UClass to allow the reference to be loaded when it's a nativized BP class.
- modified AActor::PostLoadSubobjects() to apply ICH template overrides to inherited component subobjects on load (only in a cooked build)
- modified AActor::PostSpawnInitialize() to also apply ICH template overrides to inherited component subobjects on new Actor spawns (only in a cooked build)
- modified FBlueprintEditorUtils::IsDataOnlyBlueprint() to additionally reject BPs that have a non-empty ICH (from Maciej)
- added UBlueprint::bHasNativizedParent to cache this as an indicator for cooked builds to allow Actor instances to avoid incurring additional overhead for this at load time in the general case
#jira UE-40131
Change 3254176 on 2017/01/11 by Mike.Beach
Mirroring CL 3245838 to unblock the Odin build. Downgrading new error to warning until we can address it in content (and fully understand why it is triggering).
#jira UE-40470
Change 3254391 on 2017/01/11 by Phillip.Kavan
[UE-40131] CIS fix (non-unity).
Change 3254442 on 2017/01/11 by Mike.Beach
Mirroring CL 3245069 (from RobM), which is described as a "temp fix".
#jira UE-40399
Change 3254599 on 2017/01/11 by Mike.Beach
Updating some of our GetRedirectPinNames() functions - making local copy of an array element instead of a reference. We're adding to the array right after, and the ref can become invalid (if the array is grown and reallocated). Came to us via UDN.
Change 3254624 on 2017/01/11 by Mike.Beach
Backing out CL 3247675, as it removed the "data-only" status from certain Blueprints that, IMO, are still considered "data-only". This would have reprecussions to editor (compile-on) load times, and affect how these Blueprints are presented to the user.
#fyi Maciej.Mroz, Phillip.Kavan
Change 3254671 on 2017/01/11 by Mike.Beach
Resolving CIS warning - USE_EVENT_DRIVEN_ASYNC_LOAD was replaced with GEventDrivenLoaderEnabled.
[CL 3255791 by Mike Beach in Main branch]
2017-01-12 14:36:04 -05:00
}
2015-09-10 09:15:43 -04:00
}
2015-09-30 06:29:24 -04:00
2019-08-12 17:34:22 -04:00
for ( FNonNativeComponentData & ComponentToInit : ComponentsToInit )
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
ComponentToInit . EmitPropertyInitialization ( Context ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
}
}
// Collect all anim node properties
2019-12-13 11:07:03 -05:00
for ( const FProperty * Property : TFieldRange < const FProperty > ( BPGC ) )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( ! HandledProperties . Contains ( Property ) )
{
if ( FBackendHelperAnim : : ShouldAddAnimNodeInitializationFunctionCall ( Context , Property ) )
{
AnimNodeProperties . Add ( Property ) ;
}
}
}
// Emit call to anim node init if necessary
if ( AnimNodeProperties . Num ( ) )
{
FBackendHelperAnim : : AddAllAnimNodesInitializationFunctionCall ( Context ) ;
}
// Generate ctor init code for generated Blueprint class property values that may differ from parent class defaults (or that otherwise belong to the generated Blueprint class).
2019-12-13 11:07:03 -05:00
for ( const FProperty * Property : TFieldRange < const FProperty > ( BPGC ) )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
if ( ! HandledProperties . Contains ( Property ) )
{
if ( ! FBackendHelperAnim : : ShouldAddAnimNodeInitializationFunctionCall ( Context , Property ) )
{
const bool bNewProperty = Property - > GetOwnerStruct ( ) = = BPGC ;
2019-07-10 13:47:03 -04:00
OuterGenerate ( Context , Property , TEXT ( " " ) , reinterpret_cast < const uint8 * > ( CDO ) , bNewProperty ? nullptr : reinterpret_cast < const uint8 * > ( ParentCDO ) , EPropertyAccessOperator : : None , EPropertyGenerationControlFlags : : AllowProtected ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
}
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
Change 2955617 on 2016/04/25 by Dmitriy.Dyomin
Better fix for: Post processing rendering artifacts Nexus 6
this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
#jira: UE-24067
Change 2955522 on 2016/04/25 by Max.Chen
Sequencer: Fix crash when resolving object guid and context is null.
#jira UE-29916
Change 2955504 on 2016/04/25 by Alexis.Matte
#jira UE-29926
Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.
Change 2955500 on 2016/04/25 by Dan.Oconnor
Integration of 2955445 from Dev-BP
#jira UE-29012
Change 2955234 on 2016/04/25 by Lina.Halper
Fixed tool tip of twist node
#jira : UE-29907
Change 2955211 on 2016/04/25 by Ben.Marsh
Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.
#jira UE-29842
Change 2955155 on 2016/04/25 by Jamie.Dale
Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit
#jira UE-28756
Change 2955144 on 2016/04/25 by Jamie.Dale
Fixed a case where editable text controls would fail to select their text when focused
There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.
#jira UE-29818
#jira UE-29772
Change 2955136 on 2016/04/25 by Chad.Taylor
Merging to 4.12:
Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.
#jira UE-22581
Change 2955134 on 2016/04/25 by Lina.Halper
Removed code that blocks moving actor when they don't have physics asset
#jira : UE-29796
#code review: Benn.Gallagher
Change 2955130 on 2016/04/25 by Zak.Middleton
#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
(copy of 2955001 in Main)
#jira UE-29531
#lockdown Nick.Penwarden
Change 2955098 on 2016/04/25 by Marc.Audy
Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
#jira UE-7539
Change 2955049 on 2016/04/25 by Richard.TalbotWatkin
Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
#jira UE-29753 - Add ability to display a SplineComponent in-game
Change 2955040 on 2016/04/25 by Chris.Gagnon
Fixed Initializer Order Warning in hot reload ctor.
#jira UE-28811, UE-28960
Change 2954995 on 2016/04/25 by Marc.Audy
Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
#jira UE-29909
Change 2954970 on 2016/04/25 by Peter.Sauerbrei
fix for openwrite with O_APPEND flag
#jira UE-28417
Change 2954917 on 2016/04/25 by Chris.Gagnon
Moved a desired change from Main to 4.12
Added input settings to:
- control if the viewport locks the mouse on acquire capture.
- control if the viewport acquires capture on the application launch (first window activate).
#jira UE-28811, UE-28960
parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)
Change 2954908 on 2016/04/25 by Alexis.Matte
#jira UE-29478
Prevent modal dialog to use 100% of a core
Change 2954888 on 2016/04/25 by Marcus.Wassmer
Fix compile issue with chinese locale
#jira UE-29708
Change 2954813 on 2016/04/25 by Lina.Halper
Fix when not re-validating the correct asset
#jira : UE-29789
#code review: Martin.Wilson
Change 2954810 on 2016/04/25 by mason.seay
Updated map to improve coverage
#jira UE-29618
Change 2954785 on 2016/04/25 by Max.Chen
Sequencer: Always spawn sequencer spawnables. Disregard collision settings.
#jira UE-29825
Change 2954781 on 2016/04/25 by mason.seay
Test map for Audio Occlusion trace channels
#jira UE-29618
Change 2954684 on 2016/04/25 by Marc.Audy
Add GetIsReplicated accessor to AActor
Deprecate specific GameplayAbility class implementations that was exposing bReplicates
#jira UE-29897
Change 2954675 on 2016/04/25 by Alexis.Matte
#jira UE-25430
Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs
Change 2954669 on 2016/04/25 by Alexis.Matte
#jira UE-29507
Import of rigid mesh animation is broken
Change 2954579 on 2016/04/25 by Ben.Marsh
Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.
#jira UE-29842
Change 2954556 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class
Change 2954552 on 2016/04/25 by Taizyd.Korambayil
#jira UE-29877 Deleting BP class
Change 2954498 on 2016/04/25 by Ryan.Gerleve
Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
Transition actors to the new level in a second pass after non-transitioning actors are handled.
#jira UE-29213
Change 2954446 on 2016/04/25 by Max.Chen
Sequencer: Fixed spawning actors with instance or multiple owned components
- Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved
#jira UE-29774, UE-29859
Change 2954430 on 2016/04/25 by Marc.Audy
Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
#jira UE-29118
#jira UE-29747
Change 2954292 on 2016/04/25 by Richard.TalbotWatkin
Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)
CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport.
#jira UE-29265 - Crash when drag selecting curve keys in matinee
Change 2954262 on 2016/04/25 by Graeme.Thornton
Fixed a editor crash when destroying linkers half way through a package EndLoad
#jira UE-29437
Change 2954239 on 2016/04/25 by Marc.Audy
Fix error message
#jira UE-00000
Change 2954177 on 2016/04/25 by Dmitriy.Dyomin
Fixed: Hidden surface removal is not enabled on PowerVR Android devices
#jira UE-29871
Change 2954026 on 2016/04/24 by Josh.Adams
[Somehow most files got unchecked in my previous checkin, grr]
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2954025 on 2016/04/24 by Josh.Adams
- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
#lockdown nick.penwarden
#jira UE-29863
Change 2953946 on 2016/04/24 by Max.Chen
Sequencer: Fix crash on undo of a sub section.
#jira UE-29856
Change 2953898 on 2016/04/23 by mitchell.wilson
#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing
Change 2953859 on 2016/04/23 by Maciej.Mroz
Merged from Dev-Blueprints 2953858
#jira UE-29790 Editor crashes when opening KiteDemo
Change 2953764 on 2016/04/23 by Max.Chen
Sequencer: Remove "Experimental" tag on the Level Sequence Actor
#jira UETOOl-625
Change 2953763 on 2016/04/23 by Max.Chen
Cinematics: Change text to "Edit Existing Cinematics"
#jira UE-29102
Change 2953762 on 2016/04/23 by Max.Chen
Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.
#jira UE-29658
Change 2953652 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Workaround driver bugs wrt texture format caps
#jira UE-28140
Change 2953596 on 2016/04/22 by Marcus.Wassmer
#jira UE-20276
Merging dual normal clearcoat shading model.
2863683
2871229
2876362
2876573
2884007
2901595
Change 2953594 on 2016/04/22 by Chris.Babcock
Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
#jira UE-29851
#ue4
#android
Change 2953520 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Enable deferred resource deletion
- Added one resource heap per memory type
- Improved DumpMemory()
- Added ensures for missing format features
#jira UE-28140
Change 2953459 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29748 Resaved Maps to Fix EC Build Warnings
#jira UE-29744
Change 2953448 on 2016/04/22 by Ryan.Gerleve
Fix Mac/Linux compile.
#jira UE-29545
Change 2953311 on 2016/04/22 by Ryan.Gerleve
Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.
#jira UE-29545
Change 2953219 on 2016/04/22 by mason.seay
Test map for show collision features
#jira UE-29618
Change 2953199 on 2016/04/22 by Phillip.Kavan
[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.
change summary:
- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
- added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
- removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)
#jira UE-29449
Change 2953195 on 2016/04/22 by Max.Chen
Sequencer: Fix crash in actor reference track in the cached guid to actor map.
#jira UE-27523
Change 2953124 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Increase temp frame buffer
#jira UE-28140
Change 2953121 on 2016/04/22 by Chris.Babcock
Rebuilt lighting for all levels
#jira UE-29809
Change 2953073 on 2016/04/22 by mason.seay
Test assets for notifies in animation composites and montages
#jira UE-29618
Change 2952960 on 2016/04/22 by Richard.TalbotWatkin
Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
#jira UE-28410 - Eye dropper selects color without clicking
Change 2952934 on 2016/04/22 by Allan.Bentham
Ensure pool's refractive index >= 1
#jira UE-29777
Change 2952881 on 2016/04/22 by Jamie.Dale
Better fix for UE-28560 that doesn't regress thumbnail rendering
We now just silence the warning if dealing with an inactive world.
#jira UE-28560
Change 2952867 on 2016/04/22 by Thomas.Sarkanen
Fix issues with matinee-controlled anim instances
Regression caused by us no longer saving off the anim sequence between updates.
#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.
Change 2952826 on 2016/04/22 by Maciej.Mroz
Merged from Dev-Blueprints 2952820
#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail
Change 2952819 on 2016/04/22 by Josh.Adams
- Fixed crash in a Vulkan shader printout
#lockdown nick.penwarden
#jira UE-29820
Change 2952817 on 2016/04/22 by Rolando.Caloca
UE4.12 - vk - Revert back to simple layouts
#jira UE-28140
Change 2952792 on 2016/04/22 by Jamie.Dale
Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready
Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.
#jira UE-28560
Change 2952783 on 2016/04/22 by Taizyd.Korambayil
#jira UE-28477 Resaved Flying Template Map
Change 2952767 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29736 Resaved Map to Fix EC Warnings
Change 2952762 on 2016/04/22 by Allan.Bentham
Update reflection capture to contain only room5 content.
#jira UE-29777
Change 2952749 on 2016/04/22 by Taizyd.Korambayil
#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error
Change 2952688 on 2016/04/22 by Martin.Wilson
Fix for BP notifies not displaying when they derive from an abstract base class
#jira UE-28556
Change 2952685 on 2016/04/22 by Thomas.Sarkanen
Fix CIS for non-editor builds
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952664 on 2016/04/22 by Thomas.Sarkanen
Made up/down behaviour for console history consistent and reverted to old ordering by default
Pressing up or down now brings up history.
Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.
#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating
Change 2952655 on 2016/04/22 by Jamie.Dale
Changed the class filter to use an expression evaluator
This makes it consistent with the other filters in the editor
#jira UE-29811
Change 2952647 on 2016/04/22 by Allan.Bentham
Back out changelist 2951539
#jira UE-29777
Change 2952618 on 2016/04/22 by Benn.Gallagher
Fixed naming error in rotation multiplier node
#jira UE-29583
Change 2952612 on 2016/04/22 by Thomas.Sarkanen
Fix garbage collection and undo/redo issues with anim instance proxy
UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).
#jira UE-29308 - Fix crash from GC-ed animation asset
Change 2952608 on 2016/04/22 by Richard.TalbotWatkin
Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.
Change 2952599 on 2016/04/22 by Dmitriy.Dyomin
Disabled vulkan pipeline cache as it causes rendering artifacts right now
#jira UE-29807
Change 2952540 on 2016/04/22 by Maciej.Mroz
#jira UE-29787 Obsolete nativized files are never removed
merged from Dev-Blueprints 2952531
Change 2952372 on 2016/04/21 by Josh.Adams
- Fixed Vk memory allocations when reusing free pages
#lockdown nick.penwarden
#jira ue-29802
Change 2952350 on 2016/04/21 by Eric.Newman
Added support for UEReleaseTesting backends to Orion and Ocean
#jira op-3640
Change 2952140 on 2016/04/21 by Dan.Oconnor
Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
#jira UE-28971
Change 2952135 on 2016/04/21 by Jeff.Farris
Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
Manual re-implementation of CL 2948123 in 4.12 branch.
#jira UE-29634
Change 2952121 on 2016/04/21 by Lee.Clark
PS4 - 4.12 - Fix staging and deploying of system prxs
#jira UE-29801
Change 2952120 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Move descriptor allocation to BSS
#jira UE-21840
Change 2952027 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Fix descriptor sets lifetimes
- Fix crash with null texture
#jira UE-28140
Change 2951890 on 2016/04/21 by Eric.Newman
Updating locked common dependencies for OrionService
#jira OP-3640
Change 2951863 on 2016/04/21 by Eric.Newman
Updating locked dependencies for UE 4.12 OrionService
#jira OP-3640
Change 2951852 on 2016/04/21 by Owen.Stupka
Fixed meteors destruct location
#jira UE-29714
Change 2951739 on 2016/04/21 by Max.Chen
Sequencer: Follow up for integral keys.
#jira UE-29791
Change 2951717 on 2016/04/21 by Rolando.Caloca
UE4.12 - Fix shader platform names
#jira UE-28140
Change 2951714 on 2016/04/21 by Max.Chen
Sequencer: Fix setting a key if it already exists at the current time.
#jira UE-29791
Change 2951708 on 2016/04/21 by Rolando.Caloca
UE4.12 - vk - Separate upload cmd buffer
#jira UE-28140
Change 2951653 on 2016/04/21 by Marc.Audy
If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
Remove now unused bRenameRequired parameter
#jira UE-29612
Change 2951619 on 2016/04/21 by Chris.Babcock
Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
#jira UE-29786
#ue4
Change 2951603 on 2016/04/21 by Cody.Albert
#jira UE-29785
Revert Github readme page back to original
Change 2951599 on 2016/04/21 by Ryan.Gerleve
Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)
#jira UE-29778
Change 2951558 on 2016/04/21 by Chris.Babcock
Always rename destroyed child actor
#jira UE-29709
#ue4
Change 2951552 on 2016/04/21 by James.Golding
Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
#jira UE-29303
Change 2951539 on 2016/04/21 by Allan.Bentham
Use screenuv for distortion with ES2/31.
#jira UE-29777
Change 2951535 on 2016/04/21 by Max.Chen
We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.
#jira UE-29711
Change 2951521 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM
Change 2951492 on 2016/04/21 by Jeremiah.Waldron
Fix for Android IAP information reporting back incorrectly.
#jira UE-29776
Change 2951486 on 2016/04/21 by Taizyd.Korambayil
#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map
Change 2951450 on 2016/04/21 by Gareth.Martin
Fix non-editor build
#jira UE-16525
Change 2951380 on 2016/04/21 by Gareth.Martin
Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
#jira UE-16525
Change 2951357 on 2016/04/21 by Richard.TalbotWatkin
Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field
Change 2951352 on 2016/04/21 by Richard.TalbotWatkin
Added slider bar thickness as a new property in FSliderStyle.
#jira UE-19173 - SSlider is not fully stylable
Change 2951344 on 2016/04/21 by Gareth.Martin
Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
- Also fixes landscape spline lines not showing up on a flat landscape
#jira UE-25114
Change 2951326 on 2016/04/21 by Taizyd.Korambayil
#jira UE-28477 Resaving Maps
Change 2951271 on 2016/04/21 by Jamie.Dale
Fixed a crash when pasting a path containing a class into the asset view of the Content Browser
#jira UE-29616
Change 2951237 on 2016/04/21 by Jack.Porter
Fix black screen on PC due to planar reflections
#jira UE-29664
Change 2951184 on 2016/04/21 by Jamie.Dale
Fixed crash in FCurveStructCustomization when no objects were selected for editing
#jira UE-29638
Change 2951177 on 2016/04/21 by Ben.Marsh
Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.
#jira UE-29757
Change 2951171 on 2016/04/21 by Matthew.Griffin
Fixed issue with Rebuild not working when installed in Program Files (x86)
The brackets seem to cause lots of problems in combination with the if/else ones
#jira UE-29648
Change 2951163 on 2016/04/21 by Jamie.Dale
Changed the text customization to use the property handle functions to get/set the text value
That ensures that it both transacts and notifies correctly.
Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
- FPropertyHandleBase::SetPerObjectValue
- FPropertyHandleBase::GetPerObjectValue
- FPropertyHandleBase::GetNumPerObjectValues
These replace the need to cache the raw pointers.
#jira UE-20223
Change 2951103 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951101 on 2016/04/21 by Allan.Bentham
Enable mobile HQ DoF
#jira UE-29765
Change 2951097 on 2016/04/21 by Thomas.Sarkanen
Standalone games now benefit from parallel anim update if possible
We now simply use the fact we want root motion to determine if we need to run immediately.
#jira UE-29431 - Parallel anim update does not work in non-multiplayer games
Change 2951036 on 2016/04/21 by Lee.Clark
PS4 - Fix WinDualShock working with VS2015
#jira UE-29088
Change 2951034 on 2016/04/21 by Jack.Porter
ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues
#jira UE-29666
Change 2950995 on 2016/04/21 by Jack.Porter
ProtoStar - delete unneeded maps
#jira UE-29665
Change 2950787 on 2016/04/20 by Nick.Darnell
SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.
#jira UE-29749
#codeview Ben.Marsh
Change 2950786 on 2016/04/20 by Nick.Darnell
Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.
#jira UE-29749
Change 2950769 on 2016/04/20 by Ben.Marsh
Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.
Change 2950724 on 2016/04/20 by Lina.Halper
Support for negative scaling for mirroring
- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira: UE-27453
Change 2950293 on 2016/04/20 by andrew.porter
Correcting sequencer test content
#jira UE-29618
Change 2950283 on 2016/04/20 by Marc.Audy
Don't route FlushPressedKeys on PIE shut down
#jira UE-28734
Change 2950071 on 2016/04/20 by mason.seay
Adjusted translation retargeting on head bone of UE4_Mannequin
-Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted.
#jira UE-29618
Change 2950049 on 2016/04/20 by Mark.Satterthwaite
Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
#jira UE-29006
#jira UE-29140
Change 2949977 on 2016/04/20 by Max.Chen
Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.
#jira UE-29660
Change 2949836 on 2016/04/20 by Gareth.Martin
Fix landscape components flickering when perfectly flat (bounds size is 0)
- This often happens for newly created landscapes
#jira UE-29262
Change 2949768 on 2016/04/20 by Thomas.Sarkanen
Moving parent & grouped child actors now does not result in deltas being applied twice
Grouping and attachment now interact correctly.
Also fixed up according to coding standard.
Discovered and proposed by David.Bliss2 (Rocksteady).
#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html
Change 2949759 on 2016/04/20 by Thomas.Sarkanen
Fix split pins not working as anim graph node inputs
Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.
#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work
Change 2949739 on 2016/04/20 by Thomas.Sarkanen
Fix layered bone per blend accessed from a struct in the fast-path
Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
Covered struct source->array dest case.
Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.
#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.
Change 2949715 on 2016/04/20 by Max.Chen
Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)
#jira UE-29661
Change 2949712 on 2016/04/20 by Taizyd.Korambayil
#jira UE-28544 adjusted Player crosshair to be centered
Change 2949710 on 2016/04/20 by Alexis.Matte
#jira UE-29477
Pixel Inspector, UI get polish and adding "scene color" inspect property
Change 2949706 on 2016/04/20 by Alexis.Matte
#jira UE-29475
#jira UE-29476
Favorite allow all UProperty to be favorite (the FStruct is now supported)
Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite
Change 2949691 on 2016/04/20 by Mark.Satterthwaite
Fix typo from previous commit - retain not release...
#jira UE-29140
Change 2949690 on 2016/04/20 by Mark.Satterthwaite
Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
#jira UE-29140
Change 2949616 on 2016/04/20 by Marc.Audy
'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
#jira UE-00000
Change 2949572 on 2016/04/20 by Jamie.Dale
Fixed crash undoing a text property changed caused by a null entry in the array
#jira UE-20223
Change 2949562 on 2016/04/20 by Alexis.Matte
#jira UE-29447
Fix the batch fbx import "not show options" dialog where some option can be different.
Change 2949560 on 2016/04/20 by Alexis.Matte
#jira UE-28898
Avoid importing multiple static mesh in the same package
Change 2949547 on 2016/04/20 by Mark.Satterthwaite
You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
#jira UE-29672
Change 2949443 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Change 2949428 on 2016/04/20 by Allan.Bentham
Back out changelist 2949405
#jira UE-29623
Change 2949405 on 2016/04/20 by Allan.Bentham
Disable sRGB textures when ES31 feature level is set.
Only use vk's sRGB formats when feature level > ES3_1
#jira UE-29623
Merging using Dev-Mobile_->_Release-4.12
Change 2949391 on 2016/04/20 by Richard.TalbotWatkin
PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients
Change 2949389 on 2016/04/20 by Richard.TalbotWatkin
Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
#jira UE-29058 - Viewport settings are not saved after shutting down editor
Change 2949388 on 2016/04/20 by Richard.TalbotWatkin
Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
#jira UE-29257 - Auto import does not import assets
Change 2949203 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2949202 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2949201 on 2016/04/19 by Max.Chen
Sequencer: Fix multiple labels support
#jira UE-26812
Change 2949200 on 2016/04/19 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2949197 on 2016/04/19 by Max.Chen
Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.
#jira UE-22228
Change 2949196 on 2016/04/19 by Max.Chen
Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.
#jira UE-29657
Change 2949195 on 2016/04/19 by Max.Chen
MovieSceneCapture: Default image compression quality to 100 (rather than 75).
#jira UE-29657
Change 2949194 on 2016/04/19 by Max.Chen
Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.
#jira UETOOL-467
Change 2949193 on 2016/04/19 by Max.Chen
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
#jira UE-25668
Change 2948990 on 2016/04/19 by Aaron.McLeran
#jira UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2948890 on 2016/04/19 by Jamie.Dale
Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists
#jira UE-28858
Change 2948860 on 2016/04/19 by Mike.Beach
Mirroring CL 2940334 (from Dev-Blueprints):
Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)
#jira UE-28911
Change 2948857 on 2016/04/19 by Jamie.Dale
Added an Asset Localization context menu to the Content Browser
This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.
#jira UE-29493
Change 2948854 on 2016/04/19 by Jamie.Dale
UAT now stages all project translation targets
#jira UE-20248
Change 2948831 on 2016/04/19 by Mike.Beach
Mirroring CL 2945994 (from Dev-Blueprints):
Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).
#jira UE-29035
Change 2948825 on 2016/04/19 by Jamie.Dale
Fixed shadow warning
#jira UE-29212
Change 2948812 on 2016/04/19 by Marc.Audy
Gracefully handle failure to load configurable engine classes
#jira UE-26527
Change 2948791 on 2016/04/19 by Jamie.Dale
Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed
#jira UE-29494
#jira UE-28886
Change 2948761 on 2016/04/19 by Jamie.Dale
Sub-fonts are now only used when they contain the character to be rendered
#jira UE-29212
Change 2948718 on 2016/04/19 by Jamie.Dale
Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready
This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).
#jira UE-29649
Change 2948717 on 2016/04/19 by Jamie.Dale
Removed the AssetRegistry's dependency on MessageLog
It was only there to add a category that was only ever used by the AssetTools module.
#jira UE-29649
Change 2948683 on 2016/04/19 by Phillip.Kavan
[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.
change summary:
- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.
#jira UE-18419
Change 2948681 on 2016/04/19 by Phillip.Kavan
[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.
change summary:
- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.
#jira UE-17794
Change 2948638 on 2016/04/19 by Lee.Clark
PS4 - Fix SDK compile warnings
#jira UE-29647
Change 2948401 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29250 Revuilt Lighting for Landscapes Map
Change 2948398 on 2016/04/19 by Mark.Satterthwaite
Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
#jira UE-29170
Change 2948366 on 2016/04/19 by Taizyd.Korambayil
#jira UE-29109 Replaced Box Mesh with BSP Floor
Change 2948360 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947488
#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
#jira UE-29559
- fixed private enum access
- fixed private bitfield access
- removed forced PostLoad
- add BodyInstance.FixupData call to fix ResponseChannels
- ignored RelativeLocation and RelativeRotation in converted root component
- fixed AttachToComponent (UE-29559)
Change 2948358 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947953
#jira UE-29605 Wrong bullet trails in nativized ShowUp
Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.
Change 2948357 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2947984
#jira UE-29374 Crash when hovering over Create Widget node in blueprints
Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.
Change 2948353 on 2016/04/19 by Maciej.Mroz
merged from Dev-Blueprints 2948095
#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"
Change 2948332 on 2016/04/19 by Benn.Gallagher
Fixed old pins being left as non-transactional
#jira UE-13801
Change 2948203 on 2016/04/19 by Lee.Clark
PS4 - Use SDK 3.508.031
#jira UEPLAT-1225
Change 2948168 on 2016/04/19 by mason.seay
Updating test content:
-Added Husk AI to level to test placed AI
-Updated Spawn Husk BP to destroy itself to prevent spawn spamming
#jira UE-29618
Change 2948153 on 2016/04/19 by Benn.Gallagher
Missed mesh update for Owen IK fix.
#jira UE-22540
Change 2948130 on 2016/04/19 by Benn.Gallagher
Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.
#jira UE-22540
Change 2948117 on 2016/04/19 by Taizyd.Korambayil
#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates
Change 2948063 on 2016/04/19 by Lina.Halper
- Anim composite notify change for better
- Fixed all nested anim notify
- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29101
Change 2948060 on 2016/04/19 by Lina.Halper
Fix for composite section metadata saving for montage
Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12
#jira : UE-29228
Change 2948029 on 2016/04/19 by Ben.Marsh
EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.
Change 2947986 on 2016/04/19 by Benn.Gallagher
Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
#jira UE-27783
Change 2947976 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
#jira UE-29006
Change 2947975 on 2016/04/19 by Mark.Satterthwaite
Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
#jira UE-29150
Change 2947679 on 2016/04/19 by Jack.Porter
Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
#jira UE-29601
Change 2947657 on 2016/04/18 by Jack.Porter
Update protostar reflection capture contents
#jira UE-29600
Change 2947301 on 2016/04/18 by Ben.Marsh
EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.
Change 2947263 on 2016/04/18 by Marc.Audy
Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12
Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
#jira UE-29209
Change 2946984 on 2016/04/18 by Ben.Marsh
GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)
Change 2946870 on 2016/04/18 by Ben.Marsh
Remaking CL 2946810 to fix compile error in ShooterGame editor.
Change 2946859 on 2016/04/18 by Ben.Marsh
GUBP: Don't exclude Ocean from builds in the release branch.
Change 2946847 on 2016/04/18 by Ben.Marsh
GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.
Change 2946771 on 2016/04/18 by Ben.Marsh
EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.
Change 2946641 on 2016/04/18 by Ben.Marsh
EC: Remove rogue comma causing branch definition parsing to fail.
Change 2946592 on 2016/04/18 by Ben.Marsh
EC: Adding branch definition for 4.12 release
#lockdown Nick.Penwarden
[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
}
2015-09-30 06:29:24 -04:00
}
2015-09-10 09:15:43 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
}
2015-09-10 09:15:43 -04:00
2016-04-07 21:18:08 -04:00
// TODO: this mechanism could be required by other instanced subobjects.
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Context . CurrentCodeType = FEmitterLocalContext : : EGeneratedCodeType : : Regular ;
2016-04-07 21:18:08 -04:00
Context . ResetPropertiesForInaccessibleStructs ( ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// Now output any anim node init functions
if ( AnimNodeProperties . Num ( ) )
{
FBackendHelperAnim : : AddAllAnimNodesInitializationFunction ( Context , CppClassName , AnimNodeProperties ) ;
// Add any anim node properties as their own functions now
2019-12-13 11:07:03 -05:00
for ( const FProperty * AnimNodeProperty : AnimNodeProperties )
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
{
const bool bNewProperty = AnimNodeProperty - > GetOwnerStruct ( ) = = BPGC ;
FBackendHelperAnim : : AddAnimNodeInitializationFunction ( Context , CppClassName , AnimNodeProperty , bNewProperty , CDO , ParentCDO ) ;
Context . ResetPropertiesForInaccessibleStructs ( ) ;
}
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Context . ResetPropertiesForInaccessibleStructs ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " void %s::%s(FObjectInstancingGraph* OuterInstanceGraph) " ) , * CppClassName , GET_FUNCTION_NAME_STRING_CHECKED ( UObject , PostLoadSubobjects ) ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " Super::%s(OuterInstanceGraph); " ) , GET_FUNCTION_NAME_STRING_CHECKED ( UObject , PostLoadSubobjects ) ) ) ;
2019-08-12 17:34:22 -04:00
for ( FString & ComponentToFix : NativeCreatedComponentProperties )
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
{
2016-04-07 21:18:08 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " if(%s) " ) , * ComponentToFix ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Context . AddLine ( TEXT ( " { " ) ) ;
Context . IncreaseIndent ( ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " %s->%s = EComponentCreationMethod::Native; " ) , * ComponentToFix , GET_MEMBER_NAME_STRING_CHECKED ( UActorComponent , CreationMethod ) ) ) ;
2015-09-10 09:15:43 -04:00
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
2015-08-17 05:38:30 -04:00
}
Context . DecreaseIndent ( ) ;
Context . AddLine ( TEXT ( " } " ) ) ;
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
FString FEmitDefaultValueHelper : : HandleClassSubobject ( FEmitterLocalContext & Context , UObject * Object , FEmitterLocalContext : : EClassSubobjectList ListOfSubobjectsType , bool bCreate , bool bInitialize , bool bForceSubobjectOfClass )
2015-08-17 05:38:30 -04:00
{
2015-09-10 09:15:43 -04:00
ensure ( Context . CurrentCodeType = = FEmitterLocalContext : : EGeneratedCodeType : : SubobjectsOfClass ) ;
2015-09-30 06:29:24 -04:00
FString LocalNativeName ;
if ( bCreate )
2015-08-17 05:38:30 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
const bool bAddAsSubobjectOfClass = bForceSubobjectOfClass | | ( Object - > GetOuter ( ) = = Context . GetCurrentlyGeneratedClass ( ) ) ;
FString OuterStr ;
if ( bAddAsSubobjectOfClass )
2015-09-30 06:29:24 -04:00
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
OuterStr = TEXT ( " InDynamicClass " ) ;
}
else
{
OuterStr = Context . FindGloballyMappedObject ( Object - > GetOuter ( ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
if ( OuterStr . IsEmpty ( ) )
{
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
OuterStr = HandleClassSubobject ( Context , Object - > GetOuter ( ) , ListOfSubobjectsType , bCreate , bInitialize ) ;
if ( OuterStr . IsEmpty ( ) )
{
return FString ( ) ;
}
const FString AlreadyCreatedObject = Context . FindGloballyMappedObject ( Object ) ;
if ( ! AlreadyCreatedObject . IsEmpty ( ) )
{
return AlreadyCreatedObject ;
}
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2716841 on 2015/10/05 by Mike.Beach
(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).
#codereview Maciej.Mroz
Change 2719089 on 2015/10/07 by Maciej.Mroz
ToValidCPPIdentifierChars handles propertly '?' char.
#codereview Dan.Oconnor
Change 2719361 on 2015/10/07 by Maciej.Mroz
Generated native code for AnimBPGC - some preliminary changes.
Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"
The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.
#codereview Lina.Halper, Thomas.Sarkanen
Change 2719383 on 2015/10/07 by Maciej.Mroz
Debug-only code removed
Change 2720528 on 2015/10/07 by Dan.Oconnor
Fix for determinsitc cooking of async tasks and load asset nodes
#codereview Mike.Beach, Maciej.Mroz
Change 2721273 on 2015/10/08 by Maciej.Mroz
Blueprint Compiler Cpp Backend
- Anim Blueprints can be converted
- Various fixes/improvements
Change 2721310 on 2015/10/08 by Maciej.Mroz
refactor (cl#2719361) - no "auto" keyword
Change 2721727 on 2015/10/08 by Mike.Beach
(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.
- Refactored the conversion manifest (using a map over an array)
- Centralized destination paths into a helper struct (for the manifest)
- Generating an Editor module that automatically hooks into the cook process when enabled
- Loading and applying native replacments for the cook
Change 2723276 on 2015/10/09 by Michael.Schoell
Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.
#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736
Change 2724345 on 2015/10/11 by Ben.Cosh
Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
#UEBP-21 - Profiling data capture and storage
#UEBP-13 - Performance capture landing page
#Branch UE4
#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine
Change 2724613 on 2015/10/12 by Ben.Cosh
Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
#Branch UE4
#Proj BlueprintProfiler
#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.
Change 2724723 on 2015/10/12 by Maciej.Mroz
Constructor of a dynamic class creates CDO.
#codereview Robert.Manuszewski
Change 2725108 on 2015/10/12 by Mike.Beach
[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.
Change 2726358 on 2015/10/13 by Maciej.Mroz
UDataTable is properly saved even if its RowStruct is null.
https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html
Change 2727395 on 2015/10/13 by Mike.Beach
(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
* Using stubs for replacements (rather than loading dynamic replacement).
* Giving the cook commandlet more control (so a conversion could be ran directly).
* Now logging replacements by old object path (to account for UPackage replacement queries).
* Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).
#codereview Maciej.Mroz
Change 2727484 on 2015/10/13 by Mike.Beach
[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.
Change 2727527 on 2015/10/13 by Mike.Beach
Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.
Change 2727702 on 2015/10/13 by Dan.Oconnor
Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)
Change 2727968 on 2015/10/14 by Maciej.Mroz
Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete.
FindOrLoadClass behaves now like FindOrLoadObject.
#codereview Robert.Manuszewski, Nick.Whiting
Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
}
2015-09-30 06:29:24 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
2015-09-30 06:29:24 -04:00
LocalNativeName = Context . GenerateUniqueLocalName ( ) ;
Context . AddClassSubObject_InConstructor ( Object , LocalNativeName ) ;
UClass * ObjectClass = Object - > GetClass ( ) ;
2019-03-04 10:23:33 -05:00
const int32 ObjectFlags = ( int32 ) Object - > GetFlags ( ) ;
2016-02-12 17:00:45 -05:00
const FString ActualClass = Context . FindGloballyMappedObject ( ObjectClass , UClass : : StaticClass ( ) ) ;
const FString NativeType = FEmitHelper : : GetCppName ( Context . GetFirstNativeOrConvertedClass ( ObjectClass ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if ( ! ObjectClass - > IsNative ( ) )
{
// make sure CDO has been created for NativeType:
Context . AddLine ( FString : : Printf ( TEXT ( " %s::StaticClass()->GetDefaultObject(); " ) , * NativeType ) ) ;
}
2015-09-30 06:29:24 -04:00
Context . AddLine ( FString : : Printf (
2019-03-04 10:23:33 -05:00
TEXT ( " auto %s = NewObject<%s>(%s, %s, TEXT( \" %s \" ), (EObjectFlags)0x%08x); " )
2015-09-30 06:29:24 -04:00
, * LocalNativeName
2016-02-12 17:00:45 -05:00
, * NativeType
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
, * OuterStr
2016-02-12 17:00:45 -05:00
, * ActualClass
2019-03-04 10:23:33 -05:00
, * Object - > GetName ( ) . ReplaceCharWithEscapedChar ( )
, ObjectFlags ) ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
if ( bAddAsSubobjectOfClass )
2015-09-30 06:29:24 -04:00
{
Context . RegisterClassSubobject ( Object , ListOfSubobjectsType ) ;
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2884592 on 2016/02/27 by Maciej.Mroz
Packages containing Dynamic Types are listed as dependencies in FAsyncPackage::LoadImports
#codereview Robert.Manuszewski
Change 2884607 on 2016/02/27 by Maciej.Mroz
CDO of DynamicClass is postponed as a regular CDO creation.
This change is risky (it still requires some tests), but it seems to be necessary for solving (cyclic) dependencies while Async Loading.
#codereview Robert.Manuszewski, Mike.Beach
Change 2885915 on 2016/02/29 by Michael.Schoell
Struct pins on exposed on spawn properties will no longer error on compile if they do not have a pin connected to them.
UKismetSystemLibrary::SetStructurePropertyByName's Value pin is now marked as a AutoCreateRefTerm so literals can be used on the auto-generated node.
Modified FKismetCompilerUtilities::GenerateAssignmentNodes to assign the literal value into the pin, which in turn allows it to expand into an auto-ref term.
#jira UE-23130 - ExposeOnSpawn struct properties are not handled correctly
Change 2887269 on 2016/03/01 by Maciej.Mroz
Fixes related to DisregardForGC:
- merged 2885687 from Dev-Core branch
- ensure CDO of newly added class is created in CloseDisregardForGC
Change 2887273 on 2016/03/01 by Maciej.Mroz
GUObjectArray.CloseDisregardForGC(); is called before GUObjectArray.DisableDisregardForGC();
Change 2892502 on 2016/03/03 by Maciej.Mroz
More descriptive ensures.
Change 2892509 on 2016/03/03 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
#codereview David.Ratti
Change 2892513 on 2016/03/03 by Maciej.Mroz
Blueprint C++ Conversion: there is no crash when a asset used by a nativized class wasn't loaded.
Change 2894347 on 2016/03/04 by Michael.Schoell
Fixed crash with the Array Item Get node in the disassembler.
#jira UE-27734 - Error in TeamLobby
Change 2895311 on 2016/03/04 by Michael.Schoell
Right click and using "Find References" on an event node in either the MyBlueprint window or a graph panel, will search the function's name, not the node's title (drops the Event text).
#jira UE-27335 - GitHub 2092 : Skip "Event " Prefix when Finding References for Events
PR #2092: Skip "Event " Prefix when Finding References for Events (Contributed by mollstam)
Change 2896714 on 2016/03/07 by Ben.Cosh
Fixes for a few related crash/assert issues when profiling blueprints that use event dispatchers/call event functions and latent nodes.
#UE-27090 - Crash when calling an Event Dispatcher within a Sequence node with the Blueprint Profiler on
#Proj KismetCompiler, BlueprintProfiler, BlueprintGraph, Kismet, CoreUObject
#codereview Phillip.Kavan
Change 2897335 on 2016/03/07 by Dan.Oconnor
Unshelved from pending changelist '2889006':
We now copy UObjects that are assigned to Instance properties via UObjectPropertyBase::ImportText_Internal
#jira UE-26310
Change 2899151 on 2016/03/08 by Phillip.Kavan
[UEBP-112] BP profiler - pure node timings
change summary:
- first-pass revisions for tracking/visualizing pure node execution timings while profiling
- trace path debugging support (default: off)
#codereview Ben.Cosh
Change 2901763 on 2016/03/09 by Michael.Schoell
Can undo/redo nodes added using shortcuts.
Also fixed issue with macro nodes added using shortcuts not being selected.
#jira UE-28027 - Cannot Undo Blueprint Nodes Placed Using Shortcuts
Change 2902762 on 2016/03/10 by Phillip.Kavan
[UE-28167] Fix compile-time crash caused by intermediate pure nodes when the BP profiler view is active.
change summary:
- modified FBlueprintExecutionContext::MapNodeExecution() to avoid impure nodes when mapping the pure node execution chain.
#codereview Ben.Cosh
Change 2907961 on 2016/03/14 by Maciej.Mroz
#jira UE-28249 Cooked win32 Fortnite server crash loading in to FastCook map
Manually integrated CL#2906835 from Dev-Core - Reset last non-gc index when disabling disregard for GC pool
Change 2908013 on 2016/03/14 by Maciej.Mroz
EmptyLinkFunctionForGeneratedCode function for all .generated.*.cpp files
Fixed problem when stuff from some .generated.*.cpp files for nativized Blueprints plugin were not linked at all.
#codereview Robert.Manuszewski, Steve.Robb
Change 2908033 on 2016/03/14 by Maciej.Mroz
Various fixes and improvements related to initialization sequence of converted Dynamic Classes.
[CL 2910931 by Mike Beach in Main branch]
2016-03-15 19:07:47 -04:00
Context . AddLine ( FString : : Printf ( TEXT ( " InDynamicClass->%s.Add(%s); " )
2015-09-30 06:29:24 -04:00
, Context . ClassSubobjectListName ( ListOfSubobjectsType )
, * LocalNativeName ) ) ;
}
2015-08-17 05:38:30 -04:00
}
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
if ( bInitialize )
2015-08-17 05:38:30 -04:00
{
2015-09-30 06:29:24 -04:00
if ( LocalNativeName . IsEmpty ( ) )
{
LocalNativeName = Context . FindGloballyMappedObject ( Object ) ;
}
2018-01-11 16:07:16 -05:00
if ( ensure ( ! LocalNativeName . IsEmpty ( ) ) )
2015-09-30 06:29:24 -04:00
{
2019-08-12 17:34:22 -04:00
UObject * CDO = Object - > GetClass ( ) - > GetDefaultObject ( false ) ;
2019-12-13 11:07:03 -05:00
for ( const FProperty * Property : TFieldRange < const FProperty > ( Object - > GetClass ( ) ) )
2018-01-11 16:07:16 -05:00
{
OuterGenerate ( Context , Property , LocalNativeName
, reinterpret_cast < const uint8 * > ( Object )
, reinterpret_cast < const uint8 * > ( CDO )
, EPropertyAccessOperator : : Pointer ) ;
}
2015-09-30 06:29:24 -04:00
}
2015-08-17 05:38:30 -04:00
}
return LocalNativeName ;
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
FString FEmitDefaultValueHelper : : HandleInstancedSubobject ( FEmitterLocalContext & Context , UObject * Object , bool bCreateInstance , bool bSkipEditorOnlyCheck , FDefaultSubobjectData * SubobjectData )
2015-08-17 05:38:30 -04:00
{
check ( Object ) ;
2015-08-28 16:40:29 -04:00
// Make sure we don't emit initialization code for the same object more than once.
2015-09-10 09:15:43 -04:00
FString LocalNativeName = Context . FindGloballyMappedObject ( Object ) ;
if ( ! LocalNativeName . IsEmpty ( ) )
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{
return LocalNativeName ;
}
else
{
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LocalNativeName = Context . GenerateUniqueLocalName ( ) ;
}
if ( Context . CurrentCodeType = = FEmitterLocalContext : : EGeneratedCodeType : : SubobjectsOfClass )
{
Context . AddClassSubObject_InConstructor ( Object , LocalNativeName ) ;
}
else if ( Context . CurrentCodeType = = FEmitterLocalContext : : EGeneratedCodeType : : CommonConstructor )
{
Context . AddCommonSubObject_InConstructor ( Object , LocalNativeName ) ;
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}
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UClass * ObjectClass = Object - > GetClass ( ) ;
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// Determine if this is an editor-only subobject. When handling as a dependency, we'll create a "dummy" object in its place (below).
bool bIsEditorOnlySubobject = false ;
if ( ! bSkipEditorOnlyCheck )
{
if ( UActorComponent * ActorComponent = Cast < UActorComponent > ( Object ) )
{
bIsEditorOnlySubobject = ActorComponent - > IsEditorOnly ( ) ;
if ( bIsEditorOnlySubobject )
{
// Replace the potentially editor-only class with a base actor/scene component class that's available to the runtime. We'll create a "dummy" object of this type to stand in for the editor-only subobject below.
ObjectClass = ObjectClass - > IsChildOf < USceneComponent > ( ) ? USceneComponent : : StaticClass ( ) : UActorComponent : : StaticClass ( ) ;
}
}
}
2019-08-12 17:34:22 -04:00
UClass * BPGC = Context . GetCurrentlyGeneratedClass ( ) ;
UObject * CDO = BPGC ? BPGC - > GetDefaultObject ( false ) : nullptr ;
2017-11-14 13:54:34 -05:00
FString OuterStr ;
if ( ensure ( CDO ) & & ( CDO = = Object - > GetOuter ( ) ) )
{
OuterStr = TEXT ( " this " ) ;
}
else
{
OuterStr = Context . FindGloballyMappedObject ( Object - > GetOuter ( ) ) ;
}
// Outer must be non-empty at this point.
if ( OuterStr . IsEmpty ( ) )
{
ensureMsgf ( false , TEXT ( " Encountered an unknown or missing outer for subobject %s (%s) " ) , * Object - > GetName ( ) , * BPGC - > GetName ( ) ) ;
return FString ( ) ;
}
if ( ! bIsEditorOnlySubobject )
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{
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if ( bCreateInstance )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if ( Object - > HasAnyFlags ( RF_DefaultSubObject ) )
{
2018-01-11 16:07:16 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " auto %s = %s->CreateDefaultSubobject<%s>(TEXT( \" %s \" )); " )
, * LocalNativeName , * OuterStr , * FEmitHelper : : GetCppName ( ObjectClass ) , * Object - > GetName ( ) ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
else
{
2018-07-19 12:31:48 -04:00
const int32 ObjectFlags = ( ( int32 ) Object - > GetFlags ( ) & ~ RF_ArchetypeObject ) ;
2017-11-14 13:54:34 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " auto %s = NewObject<%s>(%s, TEXT( \" %s \" ), (EObjectFlags)0x%08x); " )
2018-07-19 12:31:48 -04:00
, * LocalNativeName , * FEmitHelper : : GetCppName ( ObjectClass ) , * OuterStr , * Object - > GetName ( ) , ObjectFlags ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
2015-09-09 17:50:03 -04:00
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3544039)
#lockdown Nick.Penwarden
#rb none
#rnx
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3343905 by Dan.Oconnor
ResolveMember optimizations and moved into cpp. ResolveMember<UFunction> now checks UClass::FuncMap before doing more expensive searches
Change 3346637 by Ben.Zeigler
Actually fix in non editor builds
Change 3355484 by Dan.Oconnor
Back out FMemberReference Optimization
Change 3425833 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3510091 by Marc.Audy
Expose on Spawn functional test
#rnx
Change 3510100 by Marc.Audy
Fix spelling error
#rnx
Change 3510132 by Marc.Audy
Fix issues with marking a widget blueprint class as abstract
Change 3510133 by Marc.Audy
Minor code cleanup
#rnx
Change 3510178 by Ben.Zeigler
#jira UE-46500 Fix it so editor-only and transient stuct members are not serialized for literal blueprint structs. It's unsafe to serialize them because they may not exist in the cooked build
Change 3510466 by Ben.Zeigler
Start adding basic ability system tests to enginetest, very minimal so far
Change 3511295 by Marc.Audy
Fix wasted work going weak -> object -> weak -> object
#rnx
Change 3511824 by Marc.Audy
Fix spelling error in tooltip
#jira UE-46515
#rnx
Change 3514446 by Ben.Zeigler
Fix ActorBoundEvent and ComponentBoundEvent to always refresh their event signature from the delegate property they are bound to. This is required to correctly deal with delegate signatures being moved or renamed. Both types now do the fixup one time, in ReconstructNode.
Change 3514578 by Marc.Audy
Move clearing of the actor component need end of frame update mark to base class instead of just primitive component
Change 3514583 by Ben.Zeigler
Better fix to last delegate checkin that also handles moving functions between modules but not renaming
Change 3515325 by Dan.Oconnor
Fix for rare orphan pin false positive, rare exposed on spawn false positive
#rnx
Change 3515761 by Marc.Audy
fix shipping configuration
#rnx
Change 3515772 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3516287 by Marc.Audy
Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
#rnx
Change 3516303 by Marc.Audy
Back out CL# 3516287 while an oddity is investigated
#rnx
Change 3516563 by Marc.Audy
(4.17) Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
Change 3516637 by Phillip.Kavan
#jira UE-44661 - Fix potential crash when changing the ChildActorComponent class default value on a Blueprint that also sets the class in the Construction Script.
Change summary:
- Modified UChildActorComponent::DestroyChildActor() to move the check for PendingKill/Unreachable so that we can also rename a defunct ChildActor instance out of the way in order to allow for a new ChildActor instance w/ the cached name.
Change 3517735 by Marc.Audy
Avoid unnecessary string copy
#rnx
Change 3517931 by Marc.Audy
Small optimization to CleanupActors
Change 3518221 by Dan.Oconnor
Fix rare crash when running ConformImplementedEvents when async loading
#jira UE-45348
Change 3518270 by Ben.Zeigler
#jira UE-46574 Add FCollectionReference type and customization to allow setting an FName to an editor collection
Add AssetCollection to PrimaryAssetLabel that derives the bundled assets from an editor collection
Change 3518271 by Marc.Audy
Get rid of unnecessary construction differentiation if custom reset is being used
Change 3518310 by Ben.Marsh
Re-adding IOS files with correct case.
Change 3518423 by Ben.Zeigler
#jira UE-46574 Initial support for chunk installation in Asset Manager.
Refactor AssetManagerSettings so it copies runtime bools into the asset manager for fast access
Add a concept of a stalled streamable manager handle, handles can be created stalled and will not execute their async load until all needed resources have been acquired externally
Change 3518480 by Marc.Audy
Correctly get the variable reference for an input variable get from the member scope rather than a member variable of the same name on the class
#jira UE-46737
Change 3518498 by Ben.Zeigler
Fix bug with AssetManager where requesting the same load twice in a row before the first one finishes caused the complete callback to get called too early for the second load
Update test map to catch this
Change 3518526 by Ben.Zeigler
IOS Fix
Change 3518619 by Ben.Zeigler
#jira UE-46744 Fix issue where refreshing asset manager editor settings would throw away asset label rules overrides, causing the recursive flag to accidentally get set
Change 3518747 by Phillip.Kavan
#jira UE-43154 - Prevent ConstructGenericObject nodes from compiling if the selected type does not include 'BlueprintType' in its inheritance hierarchy.
Change summary:
- Moved UGameplayStatics::CanSpawnObjectOfClass() into UK2Node_GenericCreateObject as a local util method (per JIRA notes). This was not exposed to Blueprints and as such was inconsistent with the rest of the API.
- Modified UGameplayStatics::SpawnObject() to no longer call CanSpawnObjectOfClass(). This seemed redundant as this will already have been called during node validation at Blueprint compile time.
- Refactored CanSpawnObjectOfClass() into FK2Node_GenericCreateObject_Utils. Walking up the inheritance chain no longer starts out w/ the assumption that 'BlueprintType' is set by default, which was previously including a lot of engine-specific classes into the "allowed" set (e.g. UByteProperty). Also unified the 2 loop iterations that were being used to check for 'BlueprintType'/'NotBlueprintType' and 'DontUseGenericSpawnObjectName', as well as the check for whether or not the class is a derivative of AActor/UActorComponent.
- Modified UK2Node_GenericCreateObject::EarlyValidation() to call FK2Node_GenericCreateObject_Utils::CanSpawnObjectOfClass() and emit a slightly more informative error message to the BP compiler message log.
Change 3518756 by Michael.Noland
(4.17) Framework: Prevent various asserts when USplineComponent methods are called on a spline with no points
Change 3518760 by Michael.Noland
Core: Changed FRuntimeAssetCache ensures to ensureAsRuntimeWarning
Change 3518771 by Michael.Noland
AI: Prevent an ensure in UBlackboardComponent::ClearValue when called on a component with a null BlackboardAsset
Change 3518818 by Michael.Noland
Rendering: Fixed a whitespace issue in UCanvasRenderTarget2D::RepaintCanvas()
#rnx
Change 3518822 by Michael.Noland
Sequencer: Prevented crashes in some methods of UMovieSceneSequencePlayer when there is no Sequence set
Sequencer: Prevented a crash in FMovieSceneRootEvaluationTemplateInstance::Evaluate when the instance has no template set
Change 3518824 by Michael.Noland
Landscape: Marked ULandscapeComponent and ULandscapeHeightfieldCollisionComponent as Within=LandscapeProxy, since they do CastChecked on their Outer all the time
Change 3519073 by Michael.Noland
QAGame: Fixed a crash in UQASynth::PlaySynth() if called on a directly created instance rather than using the factory method
Change 3519076 by Michael.Noland
Preventing crashes in UAutomationPerformaceHelper (sic) when spawned abnormally for fuzzing (assumes that the outer will have a route to a world)
#rnx
Change 3519079 by Michael.Noland
Sequencer: Fixed a potential crash in UMediaPlaylist::Insert and UMediaPlaylist::RemoveAt when passed an invalid index
Change 3519081 by Michael.Noland
Blueprints: Added support for creating appropriate outers for objects that must be nested within another class during fuzzing (ones that specify Within=, other relationships aren't knowable yet)
Change 3519082 by Michael.Noland
VR: Prevent a crash in UMRMeshComponent::ConnectReconstructor when passed a null reconstructor
Change 3519084 by Michael.Noland
Rendering: Prevent crashes when UNiagaraComponent::GetEffectDataInterface is called on a component with no effect asset set
Change 3521889 by Michael.Noland
Sequencer: Prevented a bogus static analysis warning by reworking the code (FixedFrameInterval could have only been set if the pointer were valid from the line above)
#rnx
Change 3521987 by Michael.Noland
Animation: Prevent a couple of potential asserts in UControlRig::GetOrAllocateSubControlRig
Change 3522101 by Michael.Noland
Physics: Improved the comment on UPhysicalMaterial::Friction
#rn
Change 3522105 by Michael.Noland
Physics: Fixed a few crashes in UVehicleWheel when spawned directly
Change 3522106 by Michael.Noland
Framework: Marked ULevelStreaming as Within=World, since it does CastChecked on the Outer all the time
Change 3522109 by Michael.Noland
Animation: Marked UAnimInstance as Within=SkeletalMeshComponent since it assumes the outer in various places
Change 3522121 by Michael.Noland
Mobile: Prevent UMobileInstalledContent methods from crashing when called on a created instance in an uncooked build (no installed manifest)
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3525477 by Dan.Oconnor
Remove Tooltip, Category, and HideCategories tooltip from the blueprint generated class if source data is cleared
Change 3526538 by Ben.Zeigler
Refresh primary asset labels if their bundles are different at all and not just if they're added or removed. This is required because they now work based on collections or directories. This fixes issue with the onboarding collection changes not correctly modifying chunks
Copy of CL #3526501
Change 3526817 by Ben.Zeigler
#jira UE-46917 Fix issue where maps that do not contain level script blueprints were being counted as unindexed for find in blueprints. The old behavior depended on detecting the existence of empty tags, but the asset registry now filters those out so treat maps with no FiB data as indexed
Change 3526873 by Ben.Zeigler
#jira UE-46627 Change it so blueprint or native subclasses of static mesh actor cannot be added to clusters, as they are not likely to be immutable the way the base class is
Add code to to the ubergraph frame to fall back to hard reference serialization if the reference collector doesn't support weak references, such as the cluster collector
Change 3526958 by Marc.Audy
(4.17) Don't copy and then break pin links when reconstructing. Instead simply move.
#jira UE-46935
Change 3528916 by Marc.Audy
PR #3609: Adds GetKeysForAxis() to complement GetKeysForAction() in UPlayerInput (Contributed by alanedwardes)
#jira UE-45347
Change 3529080 by mason.seay
BP asset for undetermined type bug
Change 3529381 by Marc.Audy
Fix ability to insert duplicates in to a set or map
Change 3529471 by Dan.Oconnor
Fix for clang 4.0 error: definition of builtin function '__rdtsc' inline unsigned long long __rdtsc()
Change 3530876 by Marc.Audy
Based on PR #3457: Add MakeSet BP node (Contributed by projectgheist)
Also refactored MakeArray/Set to share a base MakeContainer class
Cleaned up some dead code from MakeArray
Added icon for MakeSet
Added Functional Test for MakeSet
#jira UE-43717
Change 3531070 by Phillip.Kavan
#jira UE-46866 - Fix crash on load when an external variable member reference's owning type cannot be loaded.
Change summary:
- Modified FBlueprintEditorUtils::GetSkeletonClass() to check for NULL before attempting to check for the generating BP.
Change 3531081 by Marc.Audy
Remove deprecated CustomMapParamValue code
Change 3531094 by Phillip.Kavan
#jira UE-46952 - Fix a packaging code build failure that will occur with a nativized Blueprint class that contains a UInterfaceProperty.
Change summary:
- Modified TScriptInterface::operator=() to cast the given 'SourceObject' instance to the 'InterfaceType' type before assigning to 'SourceInterface'. This was necessary because if the caller (in this case nativized codegen) passes in a UObject* that does not explicitly inherit from 'InterfaceType', then it will need to go through the object's GetInterfaceAddress() API instead and cast the result back to an 'InterfaceType' pointer.
Change 3531186 by Phillip.Kavan
Back out changelist 3531094 (temp CIS fix).
#rnx
Change 3532082 by Marc.Audy
Move garbage collection timers and other management to UEngine instead of UWorld
Fixes CollectGarbage blueprint node not working in shipping
#jira UE-46566
Change 3532134 by Phillip.Kavan
Restored changelist 3531094 w/ fix for non-unity.
- Mirrored from //UE4/Release-4.17 (CL# 3531232).
#rnx
Change 3533009 by Marc.Audy
Fixup missing function and deprecation warnings
Change 3534056 by Marc.Audy
(4.17) Fix expose on spawn of map and sets to work
#jira UE-47140
Change 3534761 by Marc.Audy
(4.17) Apply code review changes to Dev-Framework as well
#rnx
Change 3535147 by Dan.Oconnor
Build fix, already made in 4.17
#rnx
Change 3535530 by mason.seay
Resaving to remove error when opening level blueprint
Change 3535581 by Marc.Audy
Class Properties are only identical if they are literally the same object. Do not consider the deep compare port flags as object property base does.
#jira UE-46533
Change 3535583 by Marc.Audy
When properties are imported in to a child actor component the cached instance data is invalidated, so clear it.
#jira UE-46533
Change 3535617 by Marc.Audy
PR #3788: UE-39237: Prevent (im-)pure casting during BP debugging (Contributed by projectgheist)
#jira UE-47188
#jira UE-39237
Change 3535671 by Marc.Audy
Change NodeFactory to look at interface to use sequence node instead of each node having to add itself
Change 3535955 by Marc.Audy
Prevent MakeSet from removing split pins
Change 3536114 by Michael.Noland
Paper2D: Removing deprecated code from 4.3/4.4 era
#rnx
Change 3536120 by Michael.Noland
Animation: Removed deprecated FTAlphaBlend class and AlphaBlendType.h header
Change 3536124 by Michael.Noland
Physics: Removed deprecated methods that were replaced by _AssumesLocked variations
Change 3536131 by Michael.Noland
Slate: Converting remaining uses of EKeyboardFocusCause to EFocusCause and properly deprecating it
Change 3536138 by Michael.Noland
Slate: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536167 by Dan.Oconnor
When a client provides a skeleton class as the self scope, make sure we also use a skel class for non-self scopes - but only if using the compilation manager. Skel classes are not reliably up to date when not using the compilation manager
#jira UE-46904
Change 3536221 by Michael.Noland
Editor: Removing deprecated code from 4.9 or earlier
Change 3536240 by Michael.Noland
Blueprints: Removed long-deprecated TypeToString method from the K2 schema
#rnx
Change 3536243 by Michael.Noland
AI: Prevent crashes if UMockTask_Log is created manually rather than via the CreateTask factory method
Change 3536244 by Michael.Noland
Core: Prevent FScopedExternalProfilerBase::StopScopedTimer() from asserting if called an unmatched number of times with StartScopedTimer, as both are exposed to BPs now
Change 3536250 by Michael.Noland
CoreUObject: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536253 by Michael.Noland
Core: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536310 by Michael.Noland
Engine: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536397 by Mieszko.Zielinski
Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is not set #UE4
#jira UE-46860
Change 3536404 by Michael.Noland
Platform: Added a warning for others when they try to remove this 'deprecated' method
Change 3536639 by Michael.Noland
CharacterMovement: Changed the name of a variable introduced in CL# 3536397 to better match intent
#rnx
Change 3536893 by Michael.Noland
Blueprints: Clear the stale value on the value pin when a map find node fails to find an item
#jira UE-47233
Change 3536902 by Michael.Noland
Framework: Killed a couple of more deprecated methods that were not exposed to Blueprints
#rnx
Change 3537038 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537039 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538246 by Michael.Noland
UnrealTournament: Fixing issues with renamed enum
#rnx
Change 3538618 by Ben.Zeigler
Fix ensure when closing sequencer transform UI
Change 3540213 by Ben.Zeigler
#jira UE-47313 Fix crash serializing a MapProperty where the value type has changed for a type that implements ConvertFromType. The address passed to ConvertFromType needs to be the container root, not the specific value address, keys worked because the offset was 0.
Change 3540253 by Marc.Audy
Only copy default values for input pins as output pins do not have them
#rnx
Change 3540376 by Marc.Audy
Add utility FromPinType for FEdGraphTerminalType
#rnx
Change 3540433 by Marc.Audy
Add MakeMap
#jira UE-47093
Unify IsConnectionDisallowed for containers and fix static analysis warning
#jira UE-47291
Change 3540585 by Phillip.Kavan
#jira UE-47117 - Fix crash on launch of a nativized build that includes an instanced default subobject that's referenced by another instanced default subobject.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to only direct HandleInstancedSubobject() to emit code to create the instanced subobject if it's not a default subobject. This was previously being incorrectly interpreted as an object having the 'RF_ArchetypeObject' flag set; however, default subobjects will also have that flag set in addition to the 'RF_DefaultSubobject' flag.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert in the 'GetDefaultSubobjectByName' case if the given object is not also a default subobject.
Change 3541147 by Dan.Oconnor
Fix for not being able to override custom events when using the compilation manager post 3536167
#jira UE-47292
#rnx
Change 3541177 by Ben.Zeigler
#jira UE-46595, UE-46553 Fix issue where creating a widget template could cause a widget blueprint being cooked to have the wrong package flags, making it appear to be an uncooked package
Copy of CL #3541027
Change 3541325 by Dan.Oconnor
K2node data table data needs to preload data before the compilation queue is flushed
#rnx
#jira UE-47319
Change 3541409 by Michael.Noland
Blueprints: Added code to reapply any active breakpoints after recompilation when using the BP compilation manager
#jira UE-47322
[reimplementing CL# 3541404 in Dev-Framework]
Change 3541418 by Dan.Oconnor
Fix for bad SKEL_ CDO reference in blueprint bytecode
#jira UE-47265
#rnx
Change 3541482 by Dan.Oconnor
Blanket fix up of preload calls that are being done in AllocateDefaultPins. AllocatDefaultPins is not called until compile, meaning if these preload calls load blueprints they will be loaded while the compilation manager is compiling blueprints
#rnx
#jira UE-47319
Change 3541817 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3542299 by Michael.Noland
Blueprints: Speculative fix for static analysis warning
#rnx
Change 3542406 by Marc.Audy
Use a check slow to avoid any cost
#rnx
Change 3542486 by Michael.Noland
Asset Manager: Removing an unnecessary ensure (it's a potentially expected case)
#jira UE-47380
Change 3542659 by Michael.Noland
Blueprints: Clear out null entries in the LastEditedDocuments list during PostLoad() and remove entries when a graph is being deleted to prevent their generation in the first place
#jira UE-47385
Change 3543620 by Dan.Oconnor
Remove overzealous ensure - we may recompile blueprints that are asynchronously loading when a user triggers a synchronous compile
#jira UE-47415
#rnx
Change 3518415 by Ben.Zeigler
#jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure
Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases
Change 3534339 by Michael.Noland
Platforms: Changed DEPRECATED() macro description to use 4.xx rather than a speciifc version in examples, so it doesn't show up when removing deprecated code
[CL 3544050 by Marc Audy in Main branch]
2017-07-19 09:49:59 -04:00
check ( Object - > IsDefaultSubobject ( ) ) ;
2018-01-11 16:07:16 -05:00
Context . AddLine ( FString : : Printf ( TEXT ( " auto %s = CastChecked<%s>(%s->%s(TEXT( \" %s \" )), ECastCheckedType::NullAllowed); " )
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
, * LocalNativeName
, * FEmitHelper : : GetCppName ( ObjectClass )
2018-01-11 16:07:16 -05:00
, * OuterStr
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
, GET_FUNCTION_NAME_STRING_CHECKED ( UObject , GetDefaultSubobjectByName )
, * Object - > GetName ( ) ) ) ;
2015-09-09 17:50:03 -04:00
}
2015-08-28 16:40:29 -04:00
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
bool bEmitPropertyInitialization = false ;
FDefaultSubobjectData LocalSubobjectData ;
if ( ! SubobjectData )
2018-01-11 16:07:16 -05:00
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// If no reference was given, then we go ahead and emit code to initialize the instance here.
bEmitPropertyInitialization = true ;
SubobjectData = & LocalSubobjectData ;
2018-01-11 16:07:16 -05:00
}
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
// Track the object for initialization (below).
SubobjectData - > Object = Object ;
SubobjectData - > Archetype = Object - > GetArchetype ( ) ;
SubobjectData - > VariableName = LocalNativeName ;
SubobjectData - > bWasCreated = bCreateInstance ;
// Emit code to initialize the instance (if not deferred).
if ( bEmitPropertyInitialization )
2015-08-28 16:40:29 -04:00
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3873914)
============================
MAJOR FEATURES & CHANGES
============================
Change 3873906 by Dan.Oconnor
Revised fix for preventing delegate functions from appearing in context menu when using the compilation manager - needed to run after CallDelegateHandler changed statement type
#jira UE-51726
Change 3873614 by Dan.Oconnor
Prevent delegate functions from appearing in context menu when using the compilation manager and prevent crash if such a function is somehow compiled
#jira UE-51726
Change 3873428 by Ben.Zeigler
#jira UE-54753 Fix class pin on SpawnActorFromClass to correctly support browse. It was inherting from the wrong pin widget
Copy of 3873408
Change 3873083 by Ethan.Geller
[4.19]#jira UE-54865 fix seconds -> milliseconds conversion issue. #rb aaron.mcleran #lockdown cristina.riveron
Change 3872714 by Dan.Oconnor
Further revise fix for UE-53840, mistakenly reverted to old behavior when compiling synchronously
#jira UE-53840
Change 3872648 by Ben.Zeigler
#jira UE-54845 Fix crash in NextDebugTarget when there are no valid debug targets
Copy of CL #3872636
Change 3872500 by Arne.Schober
Back out changelist 3870283
#jira UE-54838
Change 3872412 by Mark.Satterthwaite
Remove now unnecessary r.Metal.ManualVertexFetch from the device profiles.
#jira UE-54853
Change 3872313 by Martin.Wilson
Add UI to Live Link Client to warn live link users about background performance throttling
#jira none
Change 3872272 by Martin.Wilson
Fix crash when clearing a skeletal mesh on a skeletal mesh component with an active Post Process Anim Instance
#jira none
Change 3872238 by Mark.Satterthwaite
Duplicate CL #3871025
Make Manual Vertex Fetch a property of the shader platform for Metal - only the desktop platforms (METAL SM5/SM5_NoTess/MRT) will use manual vertex fetch. The mobile platforms use vertex descriptors. Prevents problems with cooked versions of games not working properly on Metal due to a mismatch between the runtime's Manual-Vertex-Fetch state versus the state used by the cooker when compiling shaders.
#jira UE-54843
Change 3872087 by Yasiman.Ahsani
Adding Python, libdisasm, musl, and LSS licenses.
#JIRA n/a - adding licenses for new TPS
Change 3872037 by Ben.Marsh
BuildGraph: Add a task for compiling MSBuild projects.
#jira
Change 3871934 by Lina.Halper
#jira: UE-54703
Change 3871595 by Michael.Trepka
Fixed a problem with Mac editor not exiting with error code returned from GuardedMain function
#jira UE-54830
Change 3870829 by Joe.Barnes
Fix unintentional change to PhysX libs used in Debug builds.
#jira ue-54817
Change 3870820 by Nick.Atamas
Copying //Tasks/UE4/Dev-VR-4.19a@3870772 to Release-4.19 (//UE4/Release-4.19)
#jira UE-54816
Change 3870755 by Chance.Ivey
Min Android version set - should fix camera permissions issue found in #JIRA UE-54024 #rb none #fyi nick.atamas
Change 3870547 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3870546 by Krzysztof.Narkowicz
Fixed tesselation shader tex/uniform initialization in OpenGL3/4 path
#jira UE-54471
Change 3870284 by Ben.Zeigler
#jira UE-54583 Fix issue where loading multiple already loaded assets via Async Load Asset node could return the wrong asset on the loaded pin. The assign variable node was happening at a slightly wrong time
Copy of CL #3870279
Change 3870283 by Arne.Schober
SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
#jira none
Change 3870098 by Ben.Marsh
Fix OptimizeCode = CodeOptimization.Always causing compile errors in Linux debug builds. bUseInlining was not set correctly on the global compile environment used to build shared PCHs. Also fixed other settings not being propogated down from the target correctly.
#jira UE-53855
Change 3870013 by Ben.Marsh
UBT: Add an error if a user attempts to clean a target through hot-reload, rather than just failing to delete DLLs because they are locked.
#jira UE-54179
Change 3870010 by Ben.Marsh
UBT: Add an option to format output messages in a form that can be parsed by MSBuild. Prevents errors showing as "EXEC: Error:", and displays them correctly in the error list window.
#jira
Change 3869814 by Ben.Marsh
UBT: Unify command line arguments to use -Name=Value syntax. -Module <Name>, -ModuleWithSuffix <Name> <Suffix>, -Plugin <Path> and -Receipt <Path> are no longer supported.
Also remove the RemoteRoot option, which was not used anywhere.
#jira
Change 3869786 by Martin.Wilson
Fix Live Link Remove Source button not working
#Jira UE-54652
Change 3869660 by Martin.Wilson
Fix missing message bus sources in the live link client (not repolling for new sources)
#Jira UE-54712
Change 3869659 by Guillaume.Abadie
Fixes SimpleComposure's BP_AdvancedCompositing keep allocating memory every frame.
Credits for fixing the issue to Ron Radeztsk.
#jira UE-54780
Change 3869401 by Lauren.Ridge
Adding to the conditional in FindAllAncestorNamedSlotHostWidgetsForContent
#jira UE-51470
Change 3869384 by Brandon.Schaefer
Open the project in the explorer when NullSourceCodeAccess is done creating the project
#jira UE-54630
Change 3869308 by Ben.Marsh
PR #4452: Fixed FindFilesRecursively in IPlatformFilePak (Contributed by user37337)
#jira UE-54568
Change 3869265 by Martin.Wilson
Fix crash and subsequently found issues with unloading/reloading Maya Live Link plugin
-Crash on reload due to core code getting reinitialize, made this a one time only thing (as Maya never gets rid of the module from memory)
-Added manual ticking of FTicker, allows message bus objects to be cleaned up properly (cannot do this as part of normal flow as it is in engine code which we dont have)
-rebuild binaries for Engine/Extras
#Jira UE-54643
Change 3869206 by Benn.Gallagher
Fixed crash updating clothing paint mode after tab spawners have been destroyed by the hosting application.
#jira UE-54116
Change 3869064 by Benn.Gallagher
Resolved skeletal mesh data changes and clothing section disable changes after collision. Re-added ability to disable sections at the mesh level and removed the ability to strip editor sections as these are required for a number of other features to correctly function.
#jira UE-52557
Change 3869062 by Guillaume.Abadie
Fixes "dynamic resolution is not supported on this platform" warning message being always visible.
#jira UE-54655
Change 3868202 by Lauren.Ridge
Fix for assert on expanding vector param in layered material
#jira UE-54737
Change 3868161 by zak.parrish
Replacing FaceARDebugUI with a blank UI until a new one can be created, due to a crash bug. #rb none #JIRA UE-54639
Change 3867750 by Ethan.Geller
[4.19] #jira UE-54725 Fix for Envelope attack and release values not being properly set on Synth Components #rb aaron.mcleran #lockdown cristina.riveron
Change 3867657 by Lauren.Ridge
Adding if with editor wrapper to new function
#jira cis fix
Change 3867646 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867340 by Lauren.Ridge
Fixes to Material Layers from 4.19 preview feedback
-Need to pass through base attributes better/have better default nodes in layer (optional Example Layers and Blends checkbox now enables this in Experimental Settings)
-Parent in function should be editable
-Enforce only two layers in a blend
-Mat layer should warn if it has incorrect output in the layer itself
-Enforce not being able to delete outputs
-Warn about creating a MAL node inside a function
#jira UETOOL-1312
Change 3867317 by Aaron.McLeran
#jira UE-53867 Access violation on Switch when playing sound with specified time out of range
Change 3867000 by Lauren.Ridge
Fix for folder favorites possibly becoming very large
#jira UE-54704
Change 3866892 by Martin.Wilson
Fix crash if clicking ok on message bus add source without having a source selected
#jira UE-54572
Change 3866391 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53379
Change 3866241 by Ryan.Vance
#jira UE-54681
Fixed missing Vulkan texture GetNativeResource implementation that was lost in a bad merge.
Change 3866071 by Nick.Shin
UDN 412414
update HTMl5 readme file
#jira none
Change 3866005 by Max.Preussner
Messaging: Preventing dangling references when removing message subscribers
#jira UE-54680
Change 3865988 by Simon.Tourangeau
Fix static analysis warnings
#jira none
Change 3865895 by zachary.wilson
Renaming QA-PhysicalLightUnits to TM-PhysicalLightUnits in QAGame.
#JIRA UE-29618
Change 3865469 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3865461 by Chris.Babcock
Add a wait for audio thread to pause audio on going to background
#jira UE-54301
#ue4
#android
Change 3865350 by Matt.Kuhlenschmidt
Fix issue where cascade emitter UI would disapper
#jira UE-53379
Change 3865336 by Arne.Schober
REL - Fix UE-52356 Bone Weight
#jira UE-52356
Change 3865257 by Ben.Marsh
Fix editor failing to load content-only projects when compiled in DebugGame.
#jira UE-54661
Change 3865238 by Simon.Tovey
Pulling Olaf's fix from 3832595 over to release
#tests EngineTests boots in vulkan
#JIRA UE-54394
Change 3865191 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
From //Dev-Mobile/3863322
Change 3865190 by Sorin.Gradinaru
UE-54175 Selecting For Distribution no longer sets configuration to Shipping
#UE4
#4.19
#jira UE-54175
From //Dev-Mobile/3863371
"For Distribution" enable-> reset "Build COnfiguration" to Shipping and force serialization to DefaultGame.ini (see UE-52845)
Change 3865056 by Jamie.Dale
Fixed culture being incorrect when added via the Localization Dashboard
#jira none
Change 3864826 by Max.Preussner
WmfMedia: Added missing scope lock
#jira UE-54365
Change 3864055 by Aaron.McLeran
#jira UE-54213
Crash fix for GC'd plugin settings objects. Adding to AddReferencedObjects.
Change 3863775 by Andrew.Porter
MediaFrameworkTest: Removing Platform Media Source TVOS test content
#jira UE-29618
Change 3863714 by Dan.Oconnor
Make array, set, and map nodes no longer switch object type when a pin is disconnected. Also, you can no longer attach unrelated map types to the MakeMap node if only the value pin has been inferred
#jira UE-54634
Change 3863696 by Max.Chen
Sequencer: Fix crash open a new sequence while another is still active.
#jira UE-54620
#jira UE-54624
Change 3863638 by Dan.Oconnor
Make sure all blueprints that are skeleton compiled get a BroadcastChanged notification, also run BroadcastChanged after reinstancing, matching pre compilation manager behavior
#jira UE-54193
Change 3863494 by Jamie.Dale
Ensure Py_SetPythonHome is set correctly before the embedded Python interpreter is initialized
#jira UE-54345
Change 3863433 by Max.Preussner
MediaPlayerEditor: Removed tvOS from list of available platforms in Platform Media Source assets
tvOS currently reports itself as iOS, so it cannot have its own setting.
#jira UE-54559
Change 3863406 by Lauren.Ridge
Fix for a crash when filtering a dropdown with no set value
#jira UE-54631
Change 3863238 by Michael.Kirzinger
#jira UE-52730: Fix mac voip crash
Change 3862586 by Marc.Audy
Clean up rendering thread heartbeat checks that got mangled in various integrations
#jira
Change 3862247 by Guillaume.Abadie
Fixes editor lines that were using a simple element blending mode that was generating an incorrect alpha channel.
#jira UE-53830
Change 3862120 by Guillaume.Abadie
Fixes USceneCaptureComponent::HiddenActors always staying gray out in world editor.
#jira UE-51458
Change 3861363 by Jamie.Dale
Static analysis fixes
#jira none
Change 3861150 by Matt.Kuhlenschmidt
Fix static mesh editor displaying 0 for all stats on LODs > 0
#jira UE-53776
Change 3860990 by Dan.Oconnor
Clear subobjects not recreated on load, e.g. because we're running with -game and the subobject was created using CreateEditorOnlySubobject
#jira UE-54551
Change 3860972 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3860951 by Arne.Schober
Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3860950 by tim.gautier
QAGame: Updating ML_Stone to include Texture Coordinate and Panner functions
#jira UE-29618
Change 3860833 by Michael.Dupuis
#jira UE-54181: Repopulate the foliage list when existing simulate mode
Let the GC know that internal struct hold UObject ptr
Change 3860762 by Jamie.Dale
Ensure we invoke the correct version of Python from UBT
#jira UE-54345
Change 3860676 by Simon.Tourangeau
Remove DirectoryWatcher warning in output log
#jira UEENT-846
Change 3860598 by Lauren.Ridge
Fix for crash on opening new material instance
#jira UE-54589
Change 3860338 by Michael.Lentine
Integrate changes for fixing MorphTargets.
#jira 54398
Change 3860215 by Ben.Marsh
UAT: Fix exception consturcting target rules assembly inside UAT, now that there's an abstract TargetRules class.
#jira UE-54578
Change 3860186 by Matt.Kuhlenschmidt
Fix crash top 10 with the font editor shutting down and then a dpi event occuring
#jira UE-54543
Change 3859854 by Graeme.Thornton
PR #4124: VSCode: Changed VisualStudioCodeSourceCodeAccessor to work with non-default VSCode install paths on Linux (Contributed by christopherreed)
#jira UE-51289
Change 3859848 by Graeme.Thornton
Fix crypto.cs reading the wrong ini setting names for uasset encryption settings
#jira UE-54566
Change 3859684 by Ben.Marsh
PR #4436: Fix compile error when building BlankProgram because incorrect directory path (Contributed by windkey)
#jira UE-54392
Change 3859657 by Ben.Marsh
Fix FTransform being passed by value, causing alignment error when compiling for Win32.
#jira
Change 3859312 by nick.bullard
Updating AEOverviewMan to remove reference to sub-level AEOverviewSWP which was deleted in 3859278
Still need to update menu to remove selection
#jira UE-50784
Change 3859278 by Nick.Bullard
Deleteing AEOverviewSWP.umap per request of Developer. Also updated TM-AnimPhys which refereneced this map as well.
"This test map is a custom C++ implementation of a "procedural sound wave". This code is super janky and not worth fixing up. I'm sure there's a legit thread safety problem in there but the code is in QAGame only.
We've since implemented "synth components" which do what this test does in a much safer/better way and maintaining/testing this old thing is *not* worth the time."
#jira UE-50784
Change 3859124 by Dan.Oconnor
Fix long standing crash when duplicating a blueprint that is missing its parent class. Entries in CrashReport go back to 4.16
#jira UE-54468
Change 3859086 by Ryan.Vance
#jira UE-54470
We need to set the viewport in both cases.
Change 3859006 by Dan.Oconnor
Revise fix for archetype lookup when reinstancing. During compilation we do not want to force use of the up to date class
#jira UE-54541
Change 3858990 by mason.seay
Cleaned up blueprints to remove compile errors
#jira UE-29618
Change 3858945 by Aaron.McLeran
#jira UE-54265
PR #4428: Fixing Envelope Bug in AudioMixer (Contributed by Chrispykins)
Change 3858719 by Aaron.McLeran
#jira UE-54552 Fix for sample buffer reader
Change 3858647 by Ethan.Geller
PR #4439: Removes ambiX -> FuMa conversion (Contributed by mgorzel)
#jira UE-54407
Change 3858364 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858268 by Dan.Oconnor
Prevent postload logic running on REINST and SKEL classes
#jira UE-54531
Change 3858205 by Mitchell.Wilson
Removed particle looping from some emitters to resolve anim notify warnings.
#jira UE-53823
Change 3858148 by Lauren.Ridge
Changes based on Material Layer Feedback from previews
- (Temporary) Disabled being able to create a layer or blend in the asset dropdown
- Sections of the stack that have been disabled now inactivate that part of the UI
- Create Function Instance now indicates if you are making a layer or a blend
- Parent dropdown has been removed from layers and blends. Where relevant, a filter button has been added instead.
#jira UETOOL-1328
Change 3857933 by Michael.Dupuis
#jira UE-45854: Properly unregister callback when replacing foliage type with another one
Change 3857898 by Michael.Dupuis
#jira UE-54396: Remove the Ensure as it could be possible that the Landscape Info is invalid during an undo operation
Change 3857878 by Max.Chen
Sequencer: Assign the sequence id after the template is compiled.
Copy from Dev-Sequencer
#jira UE-54462
Change 3857808 by Michael.Dupuis
#jira UE-54421: Prevent edition during Simulate when clicking on actor
Change 3857786 by Rolando.Caloca
UE4.19 - Fix recompute tangents and skin cache for OpenGL
#jira UE-42108
PR #3271
Change 3857549 by Lina.Halper
another jittering issue due to revision number change
clear the motion vector after compile
#jira: UE-53930
Change 3857439 by Lina.Halper
Clear motion vector when end of sequencer when in editor world
#jira:UE-54057
Change 3857384 by Graeme.Thornton
Restore fix for visual studio source code accessor not correctly determining that a content project has no solution and opening a fresh instance of visual studio
#jira UE-50020
Change 3856596 by Chris.Babcock
Fix ResonanceAudioApi Android library architecture filtering
#jira UE-54478
#ue4
#android
Change 3856449 by Michael.Dupuis
#jira UE-35097: Various cosmetic changes that were done in phase 2 that help improve clarity of the design.
Change 3856415 by Dan.Oconnor
Fix regression when loading instances that have had their class deleted. Issue detected by static analysis
#jira UE-54467
Change 3856332 by Ben.Marsh
Resaving TP_HandheldARBP assets to fix version again.
#jira
Change 3856319 by Ben.Marsh
Back out changelist 3855588
Causes build failure in UFE because it introduces a dependency on the Engine module. UFE compiles with WITH_ENGINE = 0.
#jira UE-54472
Change 3856292 by Ben.Marsh
Fix app-local dependencies not being included in binary builds, and only working for code projects in source builds.
#jira UE-54448
Change 3856190 by Martin.Wilson
Fix bone access mismatch between raw mesh bones and final bones (that include virtual bones too)
#jira UE-54266
Change 3856169 by Ben.Marsh
Tag XGEControlWorker.exe as a build product, so it's included in the binary distro.
#jira UE-54283
Change 3856123 by Chris.Babcock
Fix missing ARCore file
#jira UE-54453
#ue4
#android
Change 3856005 by Richard.Wallis
Clone of Dev-Rendering CL 3855993 - turn off FShaderCache.
#jira UE-52928
Change 3855961 by Jian.Ru
Copy 3855047 - fix DFAO Nan problem
#jira UE-54403
Change 3855811 by Martin.Wilson
Add build process for Maya Live Link plugin (standalone, manually triggered) + add built binaries to Engine/Extras (Maya 2016, Maya 2017, Maya 2018)
#jira none
Change 3855758 by Cosmin.Sulea
UE-53569 - tvOS does not package or launch-on
#jira UE-53569
Change 3855727 by Ben.Marsh
Resaving assets with a versioned build in the editor, to fix warnings building DDC.
#jira
Change 3855626 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-50979 (MP4 doesn't resume playback when iOS 11 device wakes from sleep)
#jira UE-50979
Change 3855588 by Graeme.Thornton
Fix visual studio solution path being incorrect for content projects
#jira UE-50020
Change 3855283 by Ben.Marsh
Fix race condition where stdout/stderr write handles could be inherited by multiple processes, resulting in them not being closed (and the process exit being detected) until all processes that inherited them had been closed. Improves performance of ParallelExecutor.
#jira
Change 3855009 by Chance.Ivey
Resaving with version number. #JIRA-54330 #rb none
Change 3854943 by Dan.Oconnor
Fix archetype lookup when searching hierarchy that has been partially reinstanced
#jira UE-53840
Change 3854882 by Ryan.Vance
#jira UE-54438
Removing vr related references to screen percentage.
Removing previously removed gvr screen percentage code that came back in an integration from google.
Change 3854806 by Mike.Beach
Mirroring part of CL 3802176 to fix a crash that can occur when users try to use the default 'DisplayModel' on MotionController components. Also provided users a better error message to explain why a model might not be showing up.
#jira UE-54214
Change 3854680 by Chance.Ivey
Saving assets with version number#JIRA UE-54330 #rb none
Change 3854652 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3854605 by Dan.Oconnor
Make sure we don't create objects outered to a placeholder object, also make sure that archetypes that are reinstanced on load are relinked in to the linker table so that they are postload'd (and the old instance isn't)
#jira UE-53954
Change 3854274 by Brandon.Schaefer
Changes in CL 3842286 changed the function glslang::GlslangToSpv and requires a rebuild on Linux
#jira UE-54302
#codeview Arciel.Rekman
Change 3854255 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
- Mirrored from //UE4/Dev-Framework (3853349).
#jira UE-53960
Change 3854177 by Ethan.Geller
#jira UE-54415 set EnabledByDefault to false for Resonance Audio
Change 3854123 by Ethan.Geller
#jira UE-54410 set AudioComponentID
Change 3853775 by Lauren.Ridge
Minor cleanup
#jira UE-54054
Change 3853772 by Lauren.Ridge
Don't create widgets when just testing if the selected widget is a replacement candidate
#jira UE-54054
Change 3853715 by Rolando.Caloca
UE4.19 - Fix for OpenGL overwriting texture units
#jira UE-54401
Change 3853655 by Ben.Marsh
Add a retry loop on creating the first directory before copying files. Attempt to work around problems copying to shared folders.
#jira
Change 3853535 by Ben.Marsh
Expose the engine compatible changelist to Perforce. If EnginePatchVersion > 0, this will be the changelist of the original .0 release.
#jira
Change 3852583 by Nick.Atamas
Resaved assets so they don't produce DDC warnings.
#jira none
Change 3852552 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852354 by Nick.Atamas
Hopefully fixes the static analysis warning from jira issue.
#jira UE-54332
Change 3852281 by Nick.Atamas
Merging CL 3851690 from //Tasks/UE4/Dev-VR-4.19a/... to //UE4/Telease-4.19/...
#jira UE-54331
Change 3852274 by Simon.Tourangeau
Back out changelist 3851041 until Win7 issue is resolved.
#jira UE-54354
Change 3852208 by Jamie.Dale
Merging CL# 3821754 from //UE4/Dev-Enterprise
Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
#jira none
Change 3852202 by Jamie.Dale
More explicit handling of EngineDir for Python SDK
#jira UE-54345
Change 3851982 by Brandon.Schaefer
Workaround using a hardcoded path
#jira UE-54136
Change 3851748 by Michael.Dupuis
#jira UE-53904: Put the code back to what it was before, as we really only want to perform this code if bIsLayerThumbnail is true, it was changed to fix another issue complaining about a missing shader, that end up being added to the existing functions
Change 3851545 by Marc.Audy
Remove debugging code that slipped in
#jira none
Change 3851461 by Ben.Marsh
Fix #includes with backslashes from crashing UBT.
#jira UE-53996
Change 3851391 by Jamie.Dale
Updated Python to prefer our TPS SDK
#jira UE-54345
Change 3851372 by Jamie.Dale
Added bat file to copy the Python SDK into TPS
#jira UE-54345
Change 3851218 by Ben.Marsh
Add missing template to installed engine build.
#jira UE-54339
Change 3851117 by andrew.porter
QAGame: Removing duplicate map
#jira UE-29618
Change 3851041 by Simon.Tourangeau
Support for DX11 quad buffer stereo rendering
#jira UEENT-704
Change 3850548 by Ben.Marsh
Add TP_HandheldARBP to installed engine build.
#jira
Change 3850424 by Ben.Zeigler
Fix reported memory for asset registry to be correct, extracted from a larger change
#jira none
Change 3850324 by Ryan.Vance
#jira UEVR-1050
Hook up the Rift dynamic res to the new IDynamicResolutionState framework
Change 3849819 by JeanLuc.Corenthin
Unhide Datasmith plugins in "regular" projects to allow easy project conversion
#jira UEENT-795
Change 3849302 by Martin.Wilson
Live Link is no longer experimental in 4.19 (moved from experimental folder to Animation)
#jira none
Change 3849238 by Max.Chen
Sequencer: Remove bKeepStaleTracks so that stale tracks are now always purged.
#jira UE-54248
Change 3849211 by Michael.Dupuis
#jira UE-54181: Prevent foliage edition during PIE or simulate mode
#coderevire jack.porter
Change 3849123 by Benn.Gallagher
Fixed crash in clothing actor creation when the clothing simulation mesh has no simulated vertices
#jira UE-53741
Change 3849120 by Benn.Gallagher
Fixed crash adding empty materials to destructible meshes in the destructible mesh editor
#jira UE-53938
Change 3849047 by Jurre.deBaare
Move material baking out of experimental
#fix follow-up also remove the entry from experimental settings
#jira UE-52685
Change 3848808 by Michael.Dupuis
#jira UE-35097: Remove IncludeTessellationInShadowLOD & RestrictTessellationToShadowCascade from 4.19 as there is currently a bug regarding this in the dynamic rendering code path and would be too risky to fix for now.
Fixed dynamic shadow code path issue vs static code path
Change 3848659 by Lina.Halper
Fix issue with animation resetting in the sequencer
#jira: UE-54047
Change 3848635 by Rolando.Caloca
UE4.19 - Fix static analysis
#jira UE-50449
Change 3848515 by Sorin.Gradinaru
Unshelved from pending changelist '3843541':
WebBrowser Android crash on 4.4.3
#jira UE-53247
#Android
#4.19
Crash on Android 4.x.x caused by a call to a Api Level 21 method
Change 3848514 by Jurre.deBaare
Moving over:
CL 3832173
"Failed to import Alembic files
#jira UE-53941
#fix Change Alembic thirdparty library setup
- Removed old unused library files
- Updated batch files for building HDF5 ILMBase and Alembic libraries to use new AlembicDeploy path
- HDF5 is now build as a Dynamic library (which also enableds multi-threading)
- Added DLLs for HDF5 to build.cs file
CL 3838053
"Adding missing hdf5 dynamic libraries
Change 3848245 by Ben.Marsh
Downgrade warning about not using XGE shader compilation to a log message. Build machines do not have XGE.
#jira UE-54237
Change 3847300 by Phillip.Kavan
Fix shadowed local variable.
#jira UE-54141
Change 3846922 by Max.Preussner
ImgMedia: Fixed image media player never finished initialization if loading failed
Copied from Dev-Sequencer CL# 3846902
#jira UE-54247
Change 3846831 by Arciel.Rekman
Linux: only use lld for x86_64 (UE-54144).
- lld support for other architectures seems to not ready for prime time.
#jira UE-54144
Change 3846771 by Lauren.Ridge
Material window now uses the background color set in preview scene.
#jira UE-52215
Change 3846705 by Ben.Marsh
Fix batch file paths not being quoted correctly when run through XGE.
#jira
Change 3846550 by Lauren.Ridge
Toggling Show Background now updates the background as well
#jira UE-52250
Change 3846417 by Matt.Kuhlenschmidt
Fix crash resizing shootergame window
#jira UE-53137
Change 3846295 by Rolando.Caloca
UE4.19 - New Vulkan descriptor pooling mechanism (enabled on non-android)
#jira UE-50449
Change 3846273 by tim.gautier
QAGame: Updating Material Layer test assets to include more Params
- Added temp assets, quicker repros for bugs
#jira UE-54176, UE-54165
Change 3846255 by Lauren.Ridge
Parameter tab is the primary tab for material instances
#jira UE-54092
Change 3846086 by Chris.Babcock
Add missing SecureHash.h include
#jira UE-54026
#PR #4417
#ue4
#android
Change 3846049 by Martin.Wilson
Fix Set Root Motion Enabled Anim Data Modifier node (previously didn't set the enabled flag)
#jira UE-54220
Change 3846033 by Martin.Wilson
Fix root motion being repeatedly applied ( Clear() call only clears bHasRootMotion flag, not the transform itself )
#Jira UE-54219
Change 3845991 by andrew.porter
QAGame: Updating bindings on activechannels sequencer test content
#jira UE-29618
Change 3845933 by Lauren.Ridge
Check for original material being valid
#jira UE-54166
Change 3845920 by Martin.Wilson
Optimized redundant key removal
#jira UE-51303
Change 3845812 by Matt.Kuhlenschmidt
Fix not being able to change BSP brush shape
#jira UE-53738
Change 3845790 by Martin.Wilson
Fix for assert failure when accumulating root motion in debug.
#jira UE-53955
Change 3845730 by JeanLuc.Corenthin
Fix build breakage
warning: resaved disc.uasset with 4.19.0 preview #1
failure: set the correct default mesh for AreaLightStruct.uasset
#jira none
Change 3845693 by Lina.Halper
Fix issue with previewing pose asset with curve data
#jira: UE-53967
Change 3845533 by Andrew.Rodham
Sequencer: Fixed sub sequences potentially being loaded during AddReferencedObjects
#jira UE-54173
Change 3845472 by Thomas.Sarkanen
Prevented debug object selection dropdown from displaying objects with pending kill outers
#jira UE-54045 - Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance
Change 3845401 by Yannick.Lange
Reverting thumbnail capture from viewport.
#jira UE-53775
#jira UE-53701
Change 3844693 by JeanMichel.Dignard
Changed IES texture brightness to be the max candela value and set the texture multiplier to be 1. This fixes the IES lights intensity being too high.
#jira UEENT-632
Change 3844689 by JeanLuc.Corenthin
Update Datasmith content assets to latest
Copying fix from Dev-Enterprise by Jean-Luc Corenthin CL 3809803
Updated assets with correct release version
Cleanup some paths on static meshes and texture
#jira UEENT-759
#jira UEENT-657
Change 3844571 by Martin.Wilson
Fix motion controller motion source pin still showing when pin is connected to something
#Jira UE-53236
Change 3844564 by Martin.Wilson
Due to previously fixed bug some anim blueprint nodes could have duplicated guids, this fixes them
#Jira UE-54174
Change 3844545 by Jamie.Dale
No longer attempt to parse group separators for numeric inputs
This avoids some ambiguity when parsing numbers for languages such as German
#jira UE-54170
Change 3844221 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3843937 by JeanMichel.Dignard
Fixed a crash when right clicking on a static mesh for which its AssetImportData class is currently unavailable (ie: in an unloaded plugin).
#jira UEENT-764
Change 3843929 by Peter.Sauerbrei
pull over fix for bad directory when copying launch images
#jira UE-53177
Change 3843658 by Thomas.Sarkanen
Text is red again in anim viewports
#jira UE-53224 - Colouring removed from "Animation is being edited" warning messages
Change 3843657 by Thomas.Sarkanen
Enable picking via Enter for details panel asset pickers
The previous (4.18) behavior was to only allow selection of the previous/next item in the list with arrow keys. A fix (CL 3783114) for pickers with many assets broke this. This change now allows for selection of any item by navigating with arrow keys and pressing Enter, as suggested in the Jira.
#jira UE-53440 - Unable to select assets within modal Asset Selection dropdowns after navigating with keyboard entry
Change 3843120 by Dan.Oconnor
Avoid fixing component template games outside the editor, this logic does not work for games that have been nativized
#jira UE-54009
Change 3842841 by Ben.Zeigler
#jira UE-50020
Switch visual studio module back to using absolute paths so go to definition works, broken in CL #3796157
Change 3842582 by Lauren.Ridge
Guards against the widget passed to scrollwidgetintoview being null
#jira UE-54037
Change 3842575 by Max.Chen
Sequence Recorder: Stop recording if the preview window is destroyed.
#jira UE-49778
Change 3842551 by Michael.Dupuis
#jira UE-35097: Minor bug fix, documentation, etc. to the landscape optim that was done in the phase 2 that have 0 risk.
Change 3842371 by Max.Preussner
Media: Merged 4.19 fixes from Dev-Sequencer
CL 3807293 WmfMedia: Fixed YUY2 video format strides
CL 3827988 MediaPlayerAssets: Fixed Media Texture is not linked to Media Player when created together
CL 3805414 MediaAssets: Setting valid GUID when initializing media texture resource
CL 3804183 MediaAssets: Added missing lock in media sound component
CL 3831580 MfMedia: Media open events generated in same order as on other platforms
CL 3807193 WmfMedia: Fixed incorrect buffer stride for RGB32 video tracks
#jira UE-53532
#jira UE-53328
Change 3842356 by Max.Preussner
ImgMedia: Fixed ensure when cooking project that uses ImgMediaSource
#jira UE-51631
Change 3842335 by Aaron.McLeran
#jira UE-54087
PR #4419: Fixes a crash due to nullptr dereference (Contributed by mgorzel)
Change 3842286 by Rolando.Caloca
UE4.19 - Fix for static analysis
- Glslang 1.0.65.1
#jira UE-54128
Change 3842222 by andrew.porter
QAGame: Updating framerate of EXR_Sequence
#jira UE-29618
Change 3842211 by Ben.Marsh
Fix determination of Windows version string. The manifest for UE4 applications declares compatibility with Windows 10 nowadays, so we get accurate version numbers returned from GetOSVersionInfo().
#jira UE-54035
Change 3842163 by Cosmin.Sulea
UE-53303 - We do not check for remote connection before attempting remote shader compile, causing crashes when misconfigured
#jira UE-53303
Change 3841770 by Max.Chen
Sequencer: Fix to allow keying of an arbitrarily deep property path.
#jira UE-54095
Change 3841758 by Max.Chen
Sequencer: Fix unbound possessable components when pasting spawnables.
#jira UE-54104
Change 3841415 by Lauren.Ridge
Renaming a material layer or material layer blend will no longer cause the asset to appear removed from the stack
#jira UE-53942
Change 3841327 by Arciel.Rekman
Linux: fix Debug build (UE-53855)
- A workaround. UBT should be using proper PCH files instead.
#jira UE-53855
Change 3840975 by Rolando.Caloca
UE4.19 - Updated VulkanRHI
- Fixes for GPU frame time
- Fixes for CPU performance
#jira UE-50449
Change 3840838 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3840693 by Ben.Zeigler
#jira UE-53923 Fix regression in 4.19 where PrintScriptCallstack is not always safe to call from the immediate window. I narrowed down the issue to some confusing optimized code so I turned off optimization
Copy of CL #3840692
Change 3840680 by Aaron.McLeran
Bringing fixes from Dev-AnimPhys to 4.19.
#jira UE-53903 crash on load with oculus audio and old audio engine
#jira UE-52786, UE-53910 Fix for broken spatialization on xaudio2, old audio engine.
Change 3840663 by Rolando.Caloca
UE4.19 - Fix for layout ensure on HMD projects on Vulkan
#jira UE-50265
Change 3840577 by Rolando.Caloca
UE4.19 - Fix for CPUs with more than 16 cores
#jira UE-53434
Change 3840551 by andrew.porter
QAGame: Setting Allow Bindings from Asset to false
#jira UE-29618
Change 3840491 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Copy of CL #3840489
Change 3840297 by Max.Chen
Sequencer: Fix copy/paste crash for lights
#jira UE-54084
Change 3840284 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840215 by Sorin.Gradinaru
Unshelved from pending changelist '3812852':
UE-53550 Level doesn't render on Lenovo 939
UE-53592 Assertion right after rendering scene on Lenovo S939
#jira UE-53550
#jira UE-53592
#4.19
#Android
UE-53550
Removed force disabling texture2DLodEXT and textureCubeLodEXT on Mali-400 devices
The problem was that the shader compiler complains about code lines before the #extension directives.
Placeholder // end extensions in the original shader code - to be replaced with round() functions
UE-53592
Always use a new task for devices that have GIsThreadedRendering=false, even when the call is from the rendering thread
Change 3840048 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840005 by Richard.Wallis
Clone of CL 3835252
Fix for shader library not working with iterative cooking, also fixes native Metal library not working with iterative cook. This works by saving a "backup" of the shader library file - this is reloaded only during iterative cook and adds back in shaders that are missing from the current cook.
Fix for extracting/searching .metal files in different directories so debug tgz archiving wasn't working correctly and also support iterative cook.
Includes first pass code review suggestions by Mark Sat and Dmitriy Dyomin.
#jira UE-53815
Change 3839968 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
##codereview jack.porter
Change 3839924 by Richard.Wallis
Clone of CL 3838093
Fix for rewind / seek bugs in AvfMediaPlayer.
- Don't initialise and send audio buffers that have a duration of Zero from the audio tap. This chokes the audio sink and adds overhead we don't need.
- Don't faff around with current play rates during loop operation - normal seek doesn't do this so loop seek shouldn't either.
- SetRate() should not required to be passed to media tracks - should be enough to do this on audio track select only.
#jira UE-54019, UE-53027
Change 3839321 by andrew.porter
QAGame: Adding missing bookmark to QA-Sequencer_Blending
#jira UE-29618
Change 3839286 by Marcus.Wassmer
Duplicate CL: 3823296
#jira UE-52784
Change 3839229 by Brandon.Schaefer
Fix audio clean up crash when exiting PIE
#jira UE-54050
#review-3839109 @Arciel.Rekman, @Aaron.McLeran
Change 3839223 by andrew.porter
QAGame: Rebinding pointlight actor to sequences
#jira UE-29618
Change 3839098 by andrew.porter
QAGame: Fixing missing sequencer blending test content
#jira UE-29618
Change 3838919 by Mike.Erwin
glTF: binary format's BIN chunk is not necessarily right after the JSON chunk.
Discussed this with glTF spec authors. See https://github.com/KhronosGroup/glTF/issues/1177
Rearranged how we read "chunks" from the file since they are not fixed in number or order, besides JSON always being first.
#jira UE-50695
Change 3838909 by Mike.Erwin
glTF: base64 decoding of data buffers and images
Data can be encoded inside the glTF JSON as a Base64 data URI. This CL addresses a known limitation of initial commit CL 3793018. I added this after because base64 is expected to be uncommon in the wild. Authoring software will typically use external BIN files (.gltf) or a BIN chunk (.glb) to store data.
#jira UE-50695
Change 3838812 by Uriel.Doyon
Integrated CL 3838576, 3838581 and 3831760 from DevRendering, fixing issues with texture streaming.
#jira none
Change 3838773 by Lauren.Ridge
Fixing material layer filters
#jira UE-54064
Change 3838748 by Michael.Trepka
Fixed EngineTest runtime warning caused by CL 3838626
#jira UE-53893
Change 3838730 by Max.Chen
Sequencer: Add notification when the blend type is changed.
#jira UE-54046
Change 3838626 by Michael.Trepka
Changed FMacMenu to store MultiBox and MenuEntryBox as weak pointers instead of shared pointers. This way we avoid a situation where FMacMenu would try to release them on the main Cocoa thread or where we'd try to execute a menu action for menu items that Slate considers released.
#jira UE-53893
Change 3838392 by Arciel.Rekman
Fix assert on a policy removal (UE-54042).
- Applying Gil's safe fix which just sweeps the problem under the rug.
#jira UE-54042
Change 3838162 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
#jira UE-54040
(Edigrating 3819174 to Release-4.19)
Change 3838156 by Rolando.Caloca
UE4.19 - Support for Vulkan devices that have no cached memory type
#jira UE-54039
Change 3838096 by Brandon.Schaefer
Set sound to unfocused volume multiplier if not focused
#jira UE-51327
#review-3835736 arciel.rekman
Change 3838087 by Brandon.Schaefer
Fix arm server building. A fix from CL 3617084 remove inheriting from IHeadMountedDisplayVulkanExtensions. Remove overrides
#jira UE-53901
#review-3838088 arciel.rekman
Change 3837072 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
- Mirrored from //UE4/Dev-Framework (3836768).
#jira UE-53908
Change 3837071 by Phillip.Kavan
Emit proper syntax for set/map fields containing converted assets to generated C++ Blueprint class headers when Blueprint nativization is enabled.
- Mirrored from //UE4/Dev-Framework (3835944, 3835965).
#jira UE-42614
Change 3837070 by Phillip.Kavan
#4202 - Blueprint nativization bug fixes (PR).
- Mirrored from //UE4/Dev-Framework (3830562, 3832292).
#jira UE-52188
Change 3836507 by Ryan.Vance
#jira UE-53992
Due to hijacking the depth target directly from the scene context, we can't support depth compositing if it's being scaled by screen percentage since it wont match our color render target dimensions.
Change 3836390 by Dan.Oconnor
Fix failure to resolve archetype when using the compilation manager
#jira UE-53840
Change 3836251 by Ryan.Vance
#jira UE-53992
Change 3835852 by Mark.Satterthwaite
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3835802 by JeanMichel.Dignard
UBT changes for Enterprise deployment
- Allow building enterprise against an installed engine version
- Added enterprise to the cleanup process if its not installed
#jira UEENT-748
Change 3835625 by Bogdan.Vasilache
UE-50257 --> (Skeletal meshes silently fail to render if they have more than 75 bones) --> changed logged error with a warning
#jira UE-50257
Change 3833649 by Mike.Beach
Enabling debug layer when multiview is enabled.
#jira UE-49954
Change 3833525 by Ethan.Geller
Fix copyright in ActiveSound.cpp #jira none #rb none
Change 3642649 by Stewart.Lynch
Renamed loctext key to stop it clashing with an existing entry
#jira UE-49432
Change 3644762 by Stewart.Lynch
LLM update: Added Total, Untracked and FMalloc Unused to LLMFULL stat page. Fixed occasionally missing allocs/frees. Removed platform csv.
* removed CheckSize arg from OnLowLevelFree
* show a warning in LLM Map when replacing existing value. This means that there has been an alloc/free mismatch.
* minor optimization in LLMMap::GetMaxIndex - cache Mask value
* added Total and Untracked stats to LLMFULL. LLMFULL now tracks almost all of the memory that LLMPlatform does, so there is no real need to use LLMPlatform. Removed the LLMPlatform csv.
* added FMalloc Unused stat to LLMFULL to account for memory Binned2 has allocated internally. This can be used to track Binned2 fragmentation over time.
* renamed Binned stats to FMemory to make it more general
* added Default tracking to CustomVirtualAlloc and disable it where necessary. This catches the few VirtualAlloc calls that were missed.
* added AllocType arg to all allocation tracking. This was needed in order to track the FMalloc total, and also to fix the pausing
* fixed a bug in pausing where alloc/frees were being missed. Now only pauses a specific allocation type.
* Trackers now maintain totals for each enum tag
* tracking of Texture and mesh allocation on Windows D3D11 & D3D12
Change 3651334 by Joe.Barnes
Fix misspelled function name.
#jira 39441
#3016
Change 3653857 by Ben.Woodhouse
Integrate from //UE4/Main/...@3653675 to //UE4/Dev-Console/...
Change 3656553 by Joe.Barnes
Add path for SCS_DeviceDepth.
Change 3662703 by Ben.Woodhouse
Merging CL 3659069 from //Fortnite/Main/... to to //ue4/dev-console/...:
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
Change 3675239 by Keith.Judge
Fixed thread priorities for Windows so that BelowNormal and SlightlyBelowNormal are the same. Bumped Lowest down a notch so they all fit.
#jira UE-50626
Change 3676709 by Ben.Woodhouse
Integrate from //UE4/Main/...@3675008 to //UE4/Dev-Console/...
Change 3689712 by Ben.Woodhouse
Integrate from //UE4/Main/...@3687781 to //UE4/Dev-Console/...
Change 3701778 by Ben.Woodhouse
Integrate from //UE4/Main/...@3699491 to //UE4/Dev-Console/...
Change 3677043 by Ben.Woodhouse
From StewartL:
I also found that on Windows Fortnite is overflowing int32 values due to the number of allocations. I changed LLMArray and LLMMap to use uint32 and it seems to be Ok now. I didn't want to check this in at the last minute, so here's the shelf: 3645336
Change 3726532 by Luke.Thatcher
[CONSOLE] [~] Enable XGE shader compilation by default.
- Also set XGE mode to "force interception". With XGE on by default, we don't want people with an old Incredibuild version using the old system inadvertently.
Change 3726554 by Luke.Thatcher
[CONSOLE] [+] Improved Scoped Named Events
- Added SCOPED_NAMED_EVENT(_FSTRING/_TEXT/_F) macros to allow use of string literals, FString and printf in scoped named event strings.
- Replaced explicit use of FPlatformMisc::Begin/EndNamedEvent throughout the engine with macros, so the events can be compiled out.
- Fixed performance issues on various platforms with named events. SCOPED_NAMED_EVENT macros were not considering whether the platform uses wide or ansi char strings.
Change 3751378 by Ben.Woodhouse
Integrate from //UE4/Main/...@3748735 to //UE4/Dev-Console/...
Change 3751812 by Ben.Woodhouse
Integrate from //UE4/Main/...@3750870 to //UE4/Dev-Console/...
Change 3728571 by Luke.Thatcher
[CONSOLE] [!] Drop another XGE controller warning to log.
Change 3747150 by Joe.Barnes
Add AuthoringToolHelper.bat file to installed build copy list.
Change 3768585 by Ben.Woodhouse
Integrate from //UE4/Main/...@3767531 to //UE4/Dev-Console/...
Change 3772333 by Ben.Woodhouse
Integrate from //UE4/Main/...@3771573 to //UE4/Dev-Console/...
Change 3786872 by Ben.Woodhouse
Integrate from //UE4/Main/...@3786785 to //UE4/Dev-Console/...
Change 3787279 by Luke.Thatcher
[CONSOLE] [~] Unified present threshold CVars.
- CVars are now in RHIUtilities.cpp, and are renamed to rhi.PresentThreshold.Top and rhi.PresentThreshold.Bottom.
- Platform implementations will be checked in shortly.
Change 3787445 by Luke.Thatcher
[CONSOLE] [^] Merging (as edit) improvements to low-latency frame syncing from //Fortnite/Main to //UE4/Dev-Console
Original CLs
- 3708949 - Added rhi.SyncSlackMS cvar to allow an offset of the game thread sync time by a number of milliseconds.
- 3712693 - Fix for crash on startup in new frame syncing.
- 3735765 - Fix r.GTSyncType logic when vsync is disabled (falls back to old behaviour when vsync is off).
Change 3788417 by Ben.Woodhouse
Duplicate from FN CL 3712515
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3807818 by Ben.Woodhouse
Integrate from //UE4/Main/...@3803271 to //UE4/Dev-Console/...
Change 3818577 by Ben.Woodhouse
Integrate from //UE4/Main/...@3812936 to //UE4/Dev-Console/...
Change 3821198 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820127 to //UE4/Dev-Console/...
Change 3821519 by Ben.Woodhouse
Integrate from //UE4/Release-4.19/...@3820753 to //UE4/Dev-Console/...
#robomerge none
Change 3813513 by Ben.Woodhouse
CSV profiler refactor+ bug fix
- Move the CSV profiler to core, so we can use it in modules other than engine
- Profiler no longer enqueues RT commands - this is handled by a new core delegate type
- Make begin/end requests more robust, enqueued via a command queue and processed in order
- Defer end capture requests by a frame. This ensures stats on threads other than the gamethread (e.g. renderthread etc) are complete, so the last frame is not truncated
- Fix long-standing bug with multiple captures where old/stale frames would appear in the first <128 frames of captures
- Move unit stats and dynamic resolution out of the profiler itself and into the engine. Only frametime is recorded in the profiler now
- Fix longstanding bug in first frame renderthread time in the engine
Change 3814039 by Ben.Woodhouse
More Csvprofiler improvements
- Event support (via CSV_EVENT macros). These appear in the "EVENTS" column of the CSV and can be used to add context to the stat data
- Reduced memory overhead for timestamps through bit-packing (now 16 bytes per marker instead of 24), and splitting stats into different types
Change 3814041 by Ben.Woodhouse
Integrate as edit CL 3796390 from Fortnite/Main:
Fix CsvProfiler not compiling in shipping for now
Change 3814229 by Ben.Woodhouse
Integrate + refactor of CL 3792591 to reduce complexity and fix bugs
Original changelist description:
CSV profiler improvements:
- The CSV profiler is now always compiled in on the server
- The CSV profiler can now handle both int32 and float stats
- In BeginCapture, the function can take additional arguments for some customization of filenames
Fixes to the above:
- Remove FCustomValue class
- Fixes bug where all timestamp values from CSV_SCOPED_STATs were garbage (due to issues resulting from FCustomValue type ambiguity when adding values together)
- FCsvCustomStat now just uses simple union + bitfield flag to reduce size and complexity (4 bytes instead of 8 per value)
- FCsvColumn class modified to use doubles, which can represent both ints and floats without loss of precision - this class is not memory or time critical
- Replace multiple overrides used by the server for filenameprefix/folder/postfix etc with a single FilenameOverride
Change 3814242 by Ben.Woodhouse
Disable CSV unit stats on the dedicated server
Change 3817339 by Ben.Woodhouse
Duplicate from 3816641: CSV profiler improvements
- Added a low-pri processing thread to compress raw timing data into a much more efficient format
- Reduces memory usage for 15 minute 30k frame capture with GPU stats enabled from 110MB to 3.4MB
- Processing time : 0.1ms per frame
- Improved name handling for char literal stats. We now use the string as the ID rather than the pointer so multiple stat uses of the same name string apply only to a single stat
- Reworked thread data access to eliminate locking for anything time-critical. Frame boundaries now handled via a lock-free helper class
- Fixed bug with queue implementation where 1 in 128 reads would duplicate the last block of stat data
- Reduced #include dependencies for CSVProfiler.h
- Removed AccumulateMax because it doesn't work, and implementing properly would add a lot of complexity
- Added a simple test harness
Change 3817582 by Ben.Woodhouse
Fix android compile warning
Change 3823242 by Ben.Woodhouse
Integrate as edit from Fortnite/Main 3820067:
Fix threading issue with D3D12 pipeline state caches for windows. This was caused by the usage of FRwScopeLock::RaiseLockToWrite. A pointer read before RaiseLockToWrite was called was invalidated because RaiseLockToWrite has to release the read lock before acquiring the write lock.
Rename FRwScopeLock::RaiseLockToWrite to ReleaseReadOnlyLockAndAcquireWriteLock_USE_WITH_CAUTION to make it more explicit what's happening. As the comment says:
// This function should be used with caution.
// It releases the read lock _before_ acquiring a new write lock. This is not an atomic operation and the caller should
// not treat it as such.
// E.g. Pointers read from protected data structures prior to this call may be invalid after the function is called.
Change 3823840 by Ben.Woodhouse
Edigrate from 3823816
Fix an issue where the csvprofile console commands would sometimes result in an empty CSV. The root cause was GFrameNumber incrementing between the console command being read and FCSVProfiler::EndFrame(). We now use our own frame counter which is updated in EndFrame, so this can't happen
Also fix an issue where calling csvprofile stop twice would cause all further commands to be ignored.
Change 3827787 by Ben.Woodhouse
Integrate-as-edit CL 3820678 from Fortnite/Main
Allow the CSV Profiler to be compiled in to shipping dedicated server builds
Change 3827842 by Ben.Woodhouse
Integrate-as-edit CL 3827079 from Fortnite/Main
CSV profiler category support
Change 3827918 by Luke.Thatcher
[CONSOLE] [!] Fix compile error in CSV custom stats.
Change 3827964 by Luke.Thatcher
[CONSOLE] [!] Fix inverted logic and spelling of boolean.
- Functionally, the boolean did the correct thing, but the logic was backwards inside the build tool.
Change 3831661 by Ben.Woodhouse
Integrate-as-edit CL 3830630 from Fortnite/Main
Fix CSVProfiler assert in dev builds on XB1
Change 3860300 by Joe.Barnes
Use same method for src and dest rect calculation as other post processing passes so rects match between passes. Prevents read of unprocessed pixels.
Change 3860347 by Joe.Barnes
Delete existing SourceConfigFile before allocating a new one to prevent them leaking.
Change 3860348 by Joe.Barnes
Completely encapsulate GetLLMAlloc() in #ifdef.
Change 3861772 by Ben.Woodhouse
Integrate-as-edit CL 3861688 from Fortnite/Main: Forward lighting GPU crash fixes
Change 3861774 by Ben.Woodhouse
Integrate as edit CL 3833918 from dev-rendering (courtesy of DanielW):
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3862214 by Ben.Woodhouse
Integrate-as-edit CL 3859637 from Fortnite/Main
Dynamic resolution console tweaks
- Dynamic resolution high level switch driven by a cvar instead of code
- Disable user settings dynamic resolution handling on non-desktop platforms. DynamicRes as a user setting does not make sense on consoles/mobile - we'll drive it from device profiles/scalability
- Modify naming of GPUHeadRoom to make it clear that it's a percentage, not millseconds
Change 3863919 by Ben.Woodhouse
[Copy] Integrate console dynamic resolution interface changes from CL 3863354, 3862754, 3862639
Change 3864347 by Ben.Woodhouse
Fix the editor build. This will need a proper fix before 4.19 ships.
#lockdown Nick.Penwarden
#rb none
[CL 3913399 by Ben Marsh in Main branch]
2018-02-27 17:30:35 -05:00
SubobjectData - > EmitPropertyInitialization ( Context ) ;
2015-08-28 16:40:29 -04:00
}
2015-08-17 05:38:30 -04:00
}
else
{
Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
// We should always be the one creating an instance in this case.
check ( bCreateInstance ) ;
2017-11-14 13:54:34 -05:00
// Dummy object that's instanced for any editor-only subobject dependencies.
2016-02-12 17:00:45 -05:00
const FString ActualClass = Context . FindGloballyMappedObject ( ObjectClass , UClass : : StaticClass ( ) ) ;
const FString NativeType = FEmitHelper : : GetCppName ( Context . GetFirstNativeOrConvertedClass ( ObjectClass ) ) ;
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
if ( ! ObjectClass - > IsNative ( ) )
{
// make sure CDO has been created for NativeType:
Context . AddLine ( FString : : Printf ( TEXT ( " %s::StaticClass()->GetDefaultObject(); " ) , * NativeType ) ) ;
}
2016-02-12 17:00:45 -05:00
Context . AddLine ( FString : : Printf (
TEXT ( " auto %s = NewObject<%s>(%s, %s, TEXT( \" %s \" )); " )
2015-09-08 06:44:17 -04:00
, * LocalNativeName
2016-02-12 17:00:45 -05:00
, * NativeType
2015-09-08 06:44:17 -04:00
, * OuterStr
2016-02-12 17:00:45 -05:00
, * ActualClass
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
, * Object - > GetName ( ) . ReplaceCharWithEscapedChar ( ) ) ) ;
2015-08-17 05:38:30 -04:00
}
return LocalNativeName ;
2016-02-12 17:00:45 -05:00
}